The Alchemist Within a lab a series of interconnected tubes connect a series of mixtures, distilling a volatile potion. On the battlefield, a cluster of bombs tears through an infantry formation, blasting dirt and shrapnel into the air. Deep underground in a hidden lair, an experiment transforms its subject making their body mutate and eyes go wild. Alchemists around the world are united by their penchant of brewing up a wide variety of potions, oils, and other various magically imbued alchemical creations. Mixing Science and Magic Alchemists tap into both magical secrets and technological contraptions. Using their combined knowledge and expertise of these fields Alchemists synthesize and replicate spells and store them by way of potions or other alchemical tools. Not to be confused with the common potion brewer, alchemists infuse their creations with raw arcane energy, as opposed to the simple herbal and chemical reactions a typical potion is created from. Volatile Experiments Every alchemist has their own method of creating and developing new and wonderous things. Handling the materials and arcane power needed is very dangerous, and even the slightest miscalculation can result in destructive and dangerous conclusions to any given alchemical experiment. Worse so, many of the dangers of alchemy are unseen. Be it poison gasses being let off of a new mixture or accidently overloading an object with arcana energy that is waiting to be released upon being touched. Many percieve alchemists to be reckless to even consider performing such experiments, though some alchemists are renowned for their organization and thoroughness of their research to avoid such mishaps. A Mark of Mishap Practically all alchemists have been subject to an experiment gone wrong, leaving some permanent mark on them. Some have been the subjects of their own experiments, others as volunteers for their peers. Among the many dangers of an alchemists lab, the trials of learning the fundamentals of alchemy leave some mark by the time they grasp the rudiments of their field. Beyond minor burns or bruises, how have the experiments you've conducted, or been part of, effected you? Whatever area of study you specialize, or want to specialize in, has likely impacted you far more than any other dabbling.

















Mark of Mishaps d6 Mark 1 In extreme temperatures your skin changes colour 2 You have fur or scales growing on some parts of your body 3 You have a severe burn that makes your skin semitransparent on your arms or face 4 After listening to music you hear ringing in your ears 5 When you are hungry the sound of your stomach growling sounds like ticking or a lit fuse 6 You always sprinkle your own personal blend of seasoning over your food to be able to taste it Minor Invention Before taking on larger or more dangerous projects, students of alchemy typically are tasked with small and "foolproof" plans for inventions. The basics of following a formulae and application thereof are learned from this simple inventions. Each alchemist eventually has a breakthrough to lead them to bigger and better alchemical designs, but many find some of their earlier inventions practical or amusing to keep around. Others may simply have a sentimental attachment to the early days of their journey into the field. Minor Invention d6 Invention 1 A wind-up toy soldier that follows any path of salt you lay for it 2 A cane that magnetizes itself to metal surfaces 3 A coin or top that can spin indefinitely on its side 4 A hand-held oil-lamp that can change the colour of its light 5 A pouch that sews itself back together when punctured 6 A pair of compasses that always point to each other

The Alchemist The Alchemist Level Proficiency Bonus Features Discoveries Made 1st 2nd 3rd 4th 5th 1st +2 Alchemist's Supplies, Extracts — 2 — — — — 2nd +2 Alchemical Discoveries 2 2 — — — — 3rd +2 Alchemical Specialization 2 3 — — — — 4th +2 Ability Score Improvement 2 3 — — — — 5th +3 Tinctured Weapons 3 4 2 — — — 6th +3 Alchemical Specialization Feature 3 4 3 — — — 7th +3 Poison Resistance 4 4 3 — — — 8th +3 Ability Score Improvement 4 4 3 — — — 9th +4 — 5 4 3 2 — — 10th +4 Instant Extracts 5 4 3 2 — — 11th +4 Alchemical Specialization Feature 5 4 3 3 — — 12th +4 Ability Score Improvement 6 4 3 3 — — 13th +5 — 6 4 3 3 1 — 14th +5 Poison Immunity 6 4 3 3 1 — 15th +5 Alchemical Specialization Feature 7 4 3 3 2 — 16th +5 Ability Score Improvement 7 4 3 3 2 — 17th +6 — 7 4 3 3 3 1 18th +6 Alchemical Specialization Feature 8 4 3 3 3 1 19th +6 Ability Score Improvement 8 4 3 3 3 2 20th +6 Alchemical Apotheosis 8 4 3 3 3 2 Class Features As an Alchemist you gain the following class features. Hit Points Hit Dice: 1d8 per alchemist level

Hit points at first level: 8 + your Constitution modifier

Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st Starting Proficiencies Armor: Light Armor, Medium Armor, Shields

Weapons: Simple weapons, Shortswords

Tools: Alchemist's Supplies

Saving Throws: Constitution, Intelligence

Skills: Choose two skills from Arcana, History, Investigation, Medicine, Nature, and Perception









Starting Equipment A) a Shortsword or B) any Simple Melee Weapon

A) a Light Crossbow and 20 Bolts or B) a Shield

A) a Scholar's Pack or B) an Explorer's pack

A) Leather Armor or B) a Chain Shirt

A Component Pouch

Alchemist's Supplies Starting at 1st level, when you complete a long rest you create two vials of alchemist's fire, one healing potion, and one vial of antitoxin. These items have no monetary value, and become inert after you take a long rest. Extracts Alchemists store their magical power within potions, oils, and throwable flasks. These extracts, when used, release the effect of spell contained within. Any extract that has a cast time of longer than one action takes one action instead.

Formulae Book At 1st level, you create a personalized formulae book containing four 1st-level extracts of your choice. Preparing and Using Extracts The Alchemist table shows how many extracts slots you have to create your extracts of first level and higher. To prepare an extract you must expend a slot of the extracts's level or higher (e.g. to use the extract Shield twice, you must have prepared a Shield extract twice, using two level 1 extract slots). Preparing a single extract takes at least one minute, or fifteen minutes to prepare all of them for the day. Extracts that have a cast time longer than one minute must take their full cast time to prepare. To use an extract you must have one prepared. Extracts that gain additional targets at higher levels do not gain extra targets when created using a higher level extract slot, but do retain any other additional benefits from using a higher level extract slot. You regain all your extract slots after a long rest, and previously prepared extracts become inert after long rests, possess no monetary value and are inneffective.



Sharing Extracts

Extracts marked as (Self) on the alchemist spell list may be given to others for their use to be drank as an action, and acts as if they casted they spell for the purposes of concentration. Extract Ability Intelligence is your ability used for your Alchemist extracts, since alchemy is learned through practice, study, and experimentation. You use your Intelligence whenever an extract refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for an Alchemist extract you use 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 Learning Extracts of 1st Level and Higher Each time you gain an Alchemist level you can add one new Alchemist extract to your formulae book for free. That extract must be of a level for which you have Extract Slots, as shown on the Alchemist table. You may also copy down formulae from another alchemist's book, wizard's spellbook, or scroll if you were able to prepare a formulae of that level. Copying down a formula costs 50gp x the extract's level to buy the proper reagents, experiment, and perfectly translate the original notes to your own personilzed style.













Alchemical Discoveries Your research both in the field and in the lab have payed off. At 2nd level gain 2 alchemical discoveries, and gain additional discoveries as indicated on the Alchemist class table. When you level up you may swap a discovery you know for another which you meet the prerequisites for. You may not choose the same discovery twice unless specified. See the alchemical discoveries section for more details. Discoveries that call for a saving throw use your spell save DC. Alchemical Specialization At 3rd level, you choose an Alchemical Specialization. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, 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. Tinctured Weapons Beginning at 5th level, once per turn, whenever you deal damage with a weapon you are proficient with you deal an additonal 2d4 poison damage if the target does not have all of its hit points. Poison Resistance From experimentation on yourself and breathing in the toxic fumes when brewing extracts you have become more resilient to poisonous effects. At 7th level you gain a resistance against poison damage, and advantage on saves against poisons and the poisoned condition. At 14th level you gain immunity to poison damage and the poisoned condition. Instant Extracts At 10th level you may prepare an extract that would take a minute to prepare as an action instead, which ends your turn immediately. Using this feature prevents you from taking reactings until the start of your next turn. Alchemical Apotheosis At 20th level you gain one Alchemical Apotheosis from the Alchemical Apotheoses list.

Alchemical Specializations The Chemist Chemists are the most well known of alchemists, bringing advances in medicine, manufacturing, and the crafting of potions. Institutions that teach alchemy almost soley produce chemists, as this (usually) precise science is seen as both practical and considerably safer in broader society than other alchemical pursuits. Chemist Features Level Feature 3rd Experiment 6th Alchemical Recovery 11th Enhanced Extracts 15th Mastered Extracts 18th Alchemical Prodigy Experiment Beginning when you choose this specialization at 3rd level, when you prepare an extract that has a target of self or is marked as (Self) in the Alchemist Spell list you may choose to make it experimental. Roll on the experimental extract table to see what additional effects it gains. You may use this feature a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after completing a long rest. Experimental Extract Result (1d8) Effect 1 Warding. The user gains resistance against their choice of fire, cold, lighting, or thunder damage for 1 hour. 2 Mending. The user heals 2d4+2 hit points. 3 Hardening. Whenever the user receives slashing, bludgeoning, or piercing damage, reduce that damage by 3 for 1 hour. 4 Quickening. The user gains an additional 10ft of walking speed for 1 hour. 5 Mutating. The user mutates gaining their choice of either darkvision up to 30ft, swim speed equal to their move speed and water breathing, or a prehensile tail that lasts for 1 hour. 6 Inspired. The user gains a 1d6 inspiration die (similar to the Bard's inspiration dice) that must be used within 10 minutes or is lost. 7 Survivable. The user adds 1d4 to all their saving throws for 1 minute. 8 Amplified. The next weapon attack roll the user makes that hits within the next 1 minute is considered a critical hit.







Alchemical Recovery At 6th level after a short rest you can recover some of your expended extract slots. The Extract Slots may have a combined level that is equal to or less than half your alchemist level rounded up. You have one use of this feature, and regain its use after completing a long rest. Enhanced Extracts Starting at 11th level, you may enhance your extracts by raising their extract level by one. You may only enhance an extract with one of the enhancements, and must roll on the approximate calculations table. You are able to perform the following enhancements on your extracts when you prepare them. You may use this in combinatino with your experimental extract feature. You have two uses of this feature, and regain expended uses after completeing a long rest. Amplified: Any extract that forces a saving throw forces creatures to subtract 1d8 from that saving throw. Combined Effects: You can add the effects of an additional extract you know that can have the same targets of the first extract. The additional extract must be at least one level lower than the highest level extract. Elemental Infusion: Any extract that forces a saving throw also deals your choice of acid, cold, fire, lighting, necrotic, or poison damage equal to 1d8 per extract level on a failed save, with half as much on a successful one. Extended: Any extract with a duration of one round lasts 10x longer, longer durations last 2x longer.

Mastered Extracts At 15th level you have mastered the preparation of several extracts. Choose a number of extracts you know whose combined level is up to three. At the end of a long rest you prepare each of these extracts without expending an extract slot. By spending 8 hours in study, you can exchange any number of extracts with other extracts you know, so long as the chosen extracts level add up to three or less. Alchemical Prodigy At 18th level you may brew any consumable potion or oil you have had the time to study. Studying any item takes 8 hours. When you have finished studying the potion or oil you may add it to your extract list at the level indicated below. Preparing an extract learned this way has a matierial component cost equal to the base cost of the original oil or potion and requires 1 hour per level. Extracts created using this feature never expire. Level Rarity 1st Common 2nd Uncommon 3rd Rare 4th Very Rare 5th Legendary

The Grenadier Grenadiers focus their efforts on creating a variety of specialized and potent bombs. Most regard grenadiers as unhinged at best, and as a dangerously unhinged liability at worst. This is only a half-truth to many grenadiers, as a significant portion of their research breakthroughs are into directed demolition and other relatively "safe" gadgets. Grenadier Features Level Feature 3rd Bombs 6th Abundant Bombs 11th Stunning Bombs 15th Swift Bombs 18th Ultimate Bomb Bombs Beginning when you choose this specialization at 3rd level, you may create a number of bombs at the end of a long rest, equal to half your Alchemist level rounded up, that deal 2d6 fire damage. Bomb damage increases by 1d6 at 11th and 19th level. Bombs have a range of 30ft and a radius of 10ft. Any saving throw that bombs force use your spell save DC. You can create and throw a bomb as an action. Bombs are highly reactive and become inert if not used on the same turn that they are created. Creatures in range of the bomb's explosion make a Dexterity saving throw against or take full damage from your bombs, with half on a successful save. At 11th level your bombs that deal fire damage burn their targets further, dealing an additonal 2d6 fire damage to those that failed their saving throw. Alchemical Discoveries that modify your bombs effects may not be combined with each other, and use the same number of damage dice as your regular bombs initial damage. Bombs that change the shape of your bombs area of effect may also not be combined with each other (but may be combined with effect modifying discoveries). Abundant Bombs At 6th level you may recover a number of expended bombs after short rest equal to up to half your maximum bombs. You have one use of this feature and regain it after completing a long rest. Stunning Bombs At 11th level you can create stunning bombs that deal no damage but instead force creatures a 10ft radius to make a Constitution saving throw or be stunned until the start of your next turn. Creatures who are already stunned are immune to this effect. Swift Bombs At 15th Level you may create and throw a bomb as a bonus action.









Ultimate Bomb At 18th level an alchemist can create the ultimate destructive bomb. This bomb has a radius of 40ft, a fuse time of up to ten rounds, and deals 6d12 fire damage and 6d12 force damage. Creatures within range of the explosion must make a dexterity saving throw, taking half damage on a success, and those within 10ft of the center of the explosion automatically fail. Damage dealt by this bomb counts as siege damage for the purpose of destroying structures. You have one use of this feature, and regain if after completing a long rest. The Mutageneticist Many mutageneticists are feared for their well known reputation to experiment on anyone, especially themselves, to expand the limits beyond ones anatomy. Many alchemists regard the practicices of mutageneticists as too dangerous even for them. Mutageneticist Features Level Feature 3rd Mutagens 6th Unnatural Imbuement 11th Mutant Awareness 15th Preserved Body 18th Tough to Kill Mutagens Beginning when you choose this specialization at 3rd level, you implant yourself with powerful mutagens. You have two mutagens per long rest, and gain additional mutagens at 6th, 9th, 12th, 15th, and 18th level. The duration of a mutagen is one minute. Throughout the duration of your mutagen you may not use any extracts. When you use a mutagen you choose between Strength, Dexterity, or Constitution. Choosing Strength allows you to make an additional attack when you take the attack action and adds double your proficiency to all Strength ability and skill checks, but imposes disadvantage on all Intelligence based rolls. Choosing Dexterity adds half your proficiency bonus to your AC, grants advantage on all Dexterity skill checks, and increases your walking speed by 15ft, but imposes disadvantage on all Wisdom based rolls. Choosing Constitution grants Temporary hit points equal to half your alchemist level + Intelligence modifier and reduces damage from bludgeoning, piercing, or slashing damage by your Intelligence modifier (minimum 1), but imposes disadvantage on all Charimsa based rolls. Unnatural Imbuement At 6th level, when selecting which ability to improve, further benefits are granted for the duration of the mutagen. Strength: You grow up the size of a large creature and gain the ability to use an action to slam the ground. Adjacent enemies must make a strength saving throw DC your extract save DC or be knocked prone and take 2d8 damage, taking with half as much on a successful save. Dexterity: Whenever an attack would be may against you, as a reaction, you may impose disadvantage on that roll. Your walking speed is now doubled instead of the additional 15ft.

Constitution: Your skin hardens, granting an additional +2 to AC. As bonus action you may end your mutagen early to spend a number of hit die up to your Intelligence modifier (minimum 1) to heal that many hit points. Mutant Awareness At 11th you gain advantage on saving throws while under the effects of a the corresponding mutagen and are proficient in that saving throw if you aren't already while under its effects. Additionally, you may use extracts while under the effects of a mutagen. Preserved Body At 15th level you may spend 3000gp and 1 hour of work to create a clone of yourself or an ally as per the spell Clone. Additionally, you no longer have to sleep, but may instead perform light activity for 8 hours to benefit from a long rest, and gain immunity to sleep and paralysis effects. Tough to Kill At 18th level while under the effects of a mutagen, any damage that would reduce your hit points below one reduces you to one hp instead. When your mutagen ends and you used this feature, you gain one level of exhaustion. The Physicker Physickers are the rare and talented individuals trained in the art of medicine. Not to be mistaken with any village wise woman or witch doctor; these professional practitioners have a knowledge of the body that they use to both heal and harm. Physicker Features Level Feature 3rd Physiology, Medical Training 6th Physicker's Oath 11th Vivisection 15th Target Vitals 18th Practice Medicine, Public Practice Student of Physiology Beginning when you choose this specialization at 3rd level, you gain the Physiology alchemical discovery. If you already have this alchemical discovery you make choose another alchemical discovery that you have the prerequisites for. Medical Supplies Beginning when you choose this specialization at 3rd level, you gain a pool of medicinal supplies that you can use as an action to heal a target you touch. You start with 4 uses of medical supplies, and gain 1 additional supply at 6th, 12th, and 18th level. Your supplies start as a d6, and increase to a d8 at level 9, and a d10 at level 15. You regain all your medical supplies after completing a long rest. Physicker's Oath At 6th level you may spend an action to give the physicker's oath to a friendly target. That creature gains temporary hit points equal to your alchemist level. You may use this feature once, and regain it after completing a short rest. Vivisection At 11th level you may expend a die from your medical supplies when you land a weapon attack to deal additional damage equal to the die roll of your expended die. Target Vitals At 15th level your attacks are critical hits on a roll of 19-20. Practice Medicine At 18th level you may choose a target you can see within 5ft as a bonus action. The next time the creature would recieve healing from any source within the next minute it gains double the hit points from that source. You may use this feature once, and regain its use after completing a long rest. Public Practice At 18th level you may choose a target you can see within 30ft of you as a bonus action. The next attack against the target that hit is treated as a critical. You may use this feature once, and regain its use after completing a long rest. Alchemical Discoveries Active Camouflage Prerequisite: 10th level, Mutageneticist

You may become invisible, as per the spell invisibility, for 1 minute. When you activate a mutagen and choose Constitution you gain an additional use of this feature. You have one use of this feature and regain it after completing a long rest. Alchemical Zombie Prerequisite: 8th level, Chemist

You can create a zombie as per the spell Animate Dead. You are limited to having one zombie at any time, and creating another zombie this way causes the previous one to revert back to a dead body. Creating a zombie this way takes 1 minute. You have one use of this feature and regain it after completing a long rest. Adrenaline Shot Prerequisite: 8th level, Physicker

As an action, you may administer an adrenaline shot to a willing creature within 5ft of you that grants that creature a single additional action that they take immediatley. You have one use of this feature and regain it after completing a long rest. Armor Oil You are able to apply an oil to armor that removes any penalties to stealth skill checks made by that armor. Furthermore, you may increase the maximum benefit you add from your dexterity by one. The oil lasts 8 hours. You have one use of this feature and regain it after completing a long rest.

Bitter Pill Prerequisite: 18th level, Physicker

You are able to create a pill that, when eaten, can instantly kill whatever is eating it. Creatures that are not hostile towards you are inclined to trust you if you reccommend taking the pill as medicine, making you advantage on persuasion checks to consume it. Up to one hour after it is consumed (the time is determined by you), the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 8d8 necrotic damage. You have one use of this feature and regain it after completing a long rest. Bottled Ooze Prerequisite: 5th level

You have discovered how to keep corrosive oozes bottled safely. As an action you may throw your ooze up to 30ft. The ooze will melt through solid surfaces up to 5ft thick, creating a 5x5x5ft hole over the course of 1 minute. You have one use of this feature and regain it after completing a long rest. Cat's Eyes Prerequisite: 3rd level

You mutate yourself to have the eyes of a cat, granting you perfect darkvision up to 60ft. Chemical Spell Prerequisite: 10th level, Chemist

Select a single spell from the sorcerer/wizard spell list that is at least one level lower than your highest-level extract slot. The spell may not be a cantrip. You can prepare an extract that, when drank, allows the user to cast the spell immediately. You may select this discovery more than once, but it may not be the same spell as one selected previously using this feature. Concentrated Extract Prerequisite: 5th level, Chemist

When preparing an extract you can make it especially potent, any creature forced to make a saving throw against the concentrated extract make the save with disadvantage. You have one use of this feature and regain it after completing a long rest. Corrosive Flask You are able to prepare one flask of corrosive acid. The acid is strong enough to fully melt away one body of a medium sized creature, three mundane locks or one magical or complex lock, or can be thrown up to 30ft using your spell attack modifier to deal 2d8 acid damage. You have one use of this feature and regain it after completing a short rest. Darkness Bombs Prerequisite: 8th level, Grenadier

You can create a bomb that also snuffs out light sources, both magical and nonmagical within a radius of 30ft and acts per the spell Darkness in that area. Directed Blast Prerequisite: 5th level, Grenadier

You may have your bombs detonate in a 15ft cone, relative to the direction you threw the bomb from, instead of a 10ft radius. Doctor's Orders Prerequisite: Physicker

You may use your bonus to grant a target friendly creature within 30ft that can hear or see you advantage on the the next attack, ability, or skill check that they make within 10 minutes. You have one use of this feature and regain it after completing a short rest. Elixir of Life Prerequisite: 18th level, Chemist

By spending 25,000gp and 1 hour of work, you can create a potion that functions as per the spell True Ressurection. Expert Opinion You may choose one skill between arcana, history, investigation, medicine, or nature that you are proficient with. You now add double your proficiency bonus when using that skill. You may choose this discovery more than once. You may not select a skill that you add double your proficiency bonus to already. Extra Arm Prerequisite: 8th level, Mutageneticist

You gain another arm, which can wield shields and weapons, reload weapons, use a bonus action to attack with, hold spell focuses, and fetch extracts that you have prepared. Healing Bombs Prerequisite: 12th level, Grenadier

Instead of dealing damage, your bombs heal half as many hit points instead (e.g. a bomb that would deal 4d6 damage heals for 2d6 hit points instead). Healing Salve Prerequisite: 5th level

You are able to prepare a healing salve that can be applied as an action and do one of the following when applied: heal 2d8 hit points or cure a poison, disease, or paralysis. You have one use of this feature and regain it after completing a short rest. Hypocritical Oath Prerequisite: 5th level, Physicker

As a reaction, you may use your medical supplies on an ally within range if you deal damage to a hostile creature. You regain use of this feature whenever you roll for initiative for combat. Frost Bombs Prerequisite: Grenadier

You can create a bomb that deals d4 cold damage instead of fire. Creatures that failed their saves lose have their movement speed until the end of their next turn. The damage of these bombs increases to d6 at 11th level. Force Bombs Prerequisite: 8th level, Grenadier

You can create a bomb that deals d4 force damage instead of fire. Creatures that failed their save against the damage are also knocked prone. The damage of these bombs increases to d6 at 11th level.

Formulate Life Prerequisite: 12th level

By spending 1000gp and one hour of work you create a homunculus as per the spell Create Homunculus. Frog's Physiology Prerequisite: 5th level, Mutageneticist

You grow gills that allow you to breathe underwater, and gain a swim speed equal to your walking speed. Glitterbomb Prerequisite: 8th level, Grenadier

You can create a bomb that deals no damage, but creates a burst of light and glitter. Creatures must make a constitution saving throw; on a failed save effected creatures are blinded for one minute, add no bonus to stealth checks, and are disadvantaged on stealth checks until the glitter is washed off, creatures that succeed their saves are not blinded. Blinded creatures may repeat the save at the end of their turn to end the effect. Goat's Legs Prerequisite: 5th level, Mutageneticist

You replace your legs with those of a goat, treat any checks made to climb with with proficiency and advantage. Additionally, you add 10ft to your walking speed. Magical Ward You are able to create a protective ward. As a bonus action you, or a creature you have given a ward to, can activate and expend the ward to gain resistance to a damage type of their choice for one minute, except for bludgeoning, piercing or slashing. The wards lose their potency after you take a short or long rest. You have one use of this feature and regain it after completing a short rest. Mole's Claws Prerequisite: 10th level, Mutageneticist

You gain retractable claws in your hands, which you are proficient with, that give you a burrow speed equal to half your movement speed. You may also make a melee attack with both claws as an action, which deal 1d4 slashing damage each. Neutralizing Bombs Prerequisite: 12th level, Grenadier

You can create a bomb that deals no damage, but ends magical effects as per the spell Dispel Magic cast as at a third level spell slot in a 15ft radius. Pheromones You may choose between deception, persuasion, and intimidate, gain proficieny with that skill, adding double your proficiency bonus. You may not select a skill that you add double your proficiency bonus to already. Philosopher's Stone Prerequisite: 15th level

You create a philospher's stone that is able to transmute up to a 10ft cube of non-living matter into another object of equal or lesser value. The stone cannot transmute objects of greater value than 1000gp. Physiology You have studied the physiology of many creatures in your pursuit of advancing medical knowledge. You may use Intelligence as your ability for Medicine skill checks, and gain proficiency in Medicine if you are not already proficient with that skill. Poison Weapons You are able to poison weapons and arrows so that they deal additional 1d4 poison damage. The poison is effective for three successful attacks or one hour. The damage increases to 2d4 at 10th level, and 3d4 at 16th level. You have one use of this feature and regain it after completing a short rest. Potion Brewer Prerequisite: 8th level

You are able to replicate any potion that is of Rare or lower quality. Doing so requires half the cost of purchasing that potion, and takes 1 hour of work per rarity level. You have one use of this feature and regain it after completing a long rest. Precise Bombs Prerequisite: 8th level, Grenadier

You may choose which spaces are effected by your bombs that deal damage. Prehensile Tail You gain a prehensile tail that can hold spell focuses, throw bombs, and fetch and use extracts you have prepared. Preserve Organs Whenever a critical hit, sneak attack, or if a creature would land more than one attack on you or an ally within 5ft of you in a single turn, you may use your reaction to cause that attack to deal half damage. You have one use of this feature and regain it after completing a short rest. Quick Thinking You may add your intelligence modifier to your initiative rolls. Strafe Bombs Prerequisite: 5th level, Grenadier

You mave have your bombs detonate in a 20ft straight line instead of a 10ft radius, relative to the direction you threw the bomb from. Prerequisite: 8th level, Physicker

You create a set of surgical tools that grant you the ability to treat conditions. You may use these tools to remove any condition from a willing target creature. When you cure a condition this way you recover an expended level 1 extract slot. Conditions curable by Lesser Restoration takes ten minutes, while conditions curable by Greater Restoration takes one hour. You may use these tools to make an intimidation check with advantage, but the target becomes hostile to you if you fail. You have one use of this feature and regain it after completing a long rest.

Prerequisite: 3rd level, Grenadier

You can create a bomb that deals d4 bludgeoning damage instead of d6, creatures that fail their save against the bombs damage become restrained. The damage of these bombs increases to d6 at 11th level. The tanglefoot cords can be removed with an action. Tourniquet Prerequisite: 5th level, Physicker

When you make a medicine skill check to stabilize a creature, that creature may spend one of it's available hit dice to heal that much. When this check is made it is considered an automatic success. You have one use of this feature and regain it after completing a long rest. Toxic Skin Prerequisite: 12th level, Mutageneticist

While under the effects of your mutagen, you may use your reaction to force an attacking creature to make a Constitution saving throw or be poisoned until the end of their next turn and take poison damage equal to your Constitution modifier + half your level, taking half as much on a successful save. You have one use of this feature per mutagen use. Tumor Familiar You gain a familiar that can attach and detach from you. The familiar functions the same as those gained from the spell Find Familiar, except that it is always a living piece of your flesh and is considered a construct. The familiar has your alchemist level x 5 + your Constitution modifier (minimum 0) hit points. When the familiar is attached to you, you gain its current hit points as temporary hit points, and lose those hitpoints when the familiar detaches from you. The familiar dies if these temporary hit points are lost. If your familiar dies, you may perform an hour long operation on yourself to regain your familiar. Twinned Extract Prerequisite: 12th level, Chemist

When you prepare an extract with with a single target you may produce two of that extract instead. You have one use of this feature and regain it after completing a long rest. Vital Strike Prerequisite: 10th level, Physicker

You may expend 5 points from your medical supplies to add 2d4 to your attack rolls. If you roll a 4 on both of your dice you deal an extra 2d4 damage with that attack. You can choose to use this ability after you see the result of the roll, but not after the DM determines if the attack is a hit or not. Wings Prerequisite: 15th level, Mutageneticist

You gain wings, and a fly speed of 30ft. Alchemical Apotheoses You have reached the height of intellect any alchemist could hope to achieve. As an expression of your vast knowledge and experience you gain one of the features of your choice. Awakened Intellect You gain a permanent +4 bonus to intelligence. Your maximum Intelligence score becomes 24. Elixir of Legend You create a legendary potion or oil of your own design, with the DM's approval. Only you know the exact formula to create this elixir, and it cannot be copied by other alchemists. Creating an elixir of this power is an arduous process that requires 24 hours of work, and consumes four 5th level extract slots over the course of its creation. The material component cost, in addition to any other costs, is determined by the DM, up to a maximum cost of 10,000gp. Expanded Research You may choose a second Alchemical Specialization, gaining its respective third level feature. You treat your Alchemist level as 5 for whichever feature you gain. Immortality You no longer age, suffer the effects of old age, and cannot be aged magically or die from old age. Regeneration Your wounds magically stitch themselves back together, which heals at a rate of 5 hit points per turn, this effect ends for 1 minute after taking fire, acid, or necrotic damage.

Extract List



1st Level Absorb Elements (Self)

Burning Hands

Cause Fear

Comprehend Languages (Self)

Colour Spray

Cure Wounds (Self)

Detect Magic (Self)

Detect Poison and Disease

Disguise Self (Self)

Expeditious Retreat (Self)

False Life (Self)

Feather Fall

Fog Cloud

Grease

Identify

Illusory Script

Jump (Self)

Longstrider (Self)

Purify Food and Drink

Sanctuary

Shield (Self)

Speak With Animals (Self)



2nd Level Alter Self (Self)

Arcane Lock

Barkskin (Self)

Blindness/Deafness

Blur (Self)

Calm Emotions

Darkness

Darkvision (Self)

Detect Thoughts (Self)

Dragon's Breath (Self)

Enhance Ability (Self)

Enlarge/Reduce (Self)

Enthrall

Gentle Repose

Invisibility (Self)

Lesser Restoration (Self)

Levitate (Self)

Mirror Image (Self)

Protection From Poison (Self)

See Invisibility (Self)

Spider Climb (Self)

Suggestion





3rd Level Dispel Magic

Enemies Abound

Fear

Feign Death (Self)

Fly (Self)

Gaseuous Form (Self)

Haste (Self)

Plant Growth

Protection From Energy (Self)

Remove Curse (Self)

Revivify

Sending (Self)

Speak With Dead (Self)

Speak with Plants (Self)

Stinking Cloud

Tongues (Self)

Water Breathing (Self)

Water Walk (Self) 4th Level Banishment

Blight

Confusion

Death Ward (Self)

Dimension Door (Self)

Elemental Bane

Freedom of Movement (Self)

Giant Insect

Greater Invisibility (Self)

Polymorph

Stoneskin (Self) 5th Level Contagion

Cloudkill

Dream (Self)

Greater Restoration (Self)

Hold Monster

Insect Plague

Legend Lore (Self)

Mislead

Modify Memory

Negative Energy Flood

Passwall

Raise Dead

Skill Empowerment (Self)

Telekinesis (Self)

Transmute Rock