The Alchemist Level Proficiency Bonus Features Max number of recipe prepared Alchemy Point 1st +2 Field Alchemy, Alchemical explosive 1d8 2 2 2nd +2 Steady hand, Homunculus 3 3 3rd +2 Recipe Empowering, Field of Research 6 8 4th +2 Ability Score Improvement 7 10 5th +3 Journeyman alchemist, Alchemical explosive 2d8 9 16 6th +3 Field of Research feature 10 19 7th +3 Rebrewing 11 23 8th +3 Ability Score Improvement 12 27 9th +4 - 14 36 10th +4 Alchemical explosive 3d8 15 41 11th +4 Field of Research feature 16 47 12th +4 Ability Score Improvement 16 47 13th +5 - 17 54 14th +5 Magnum Opus: Negredo 17 54 15th +5 Alchemical explosive 4d8 18 62 16th +5 Magnum Opus: Albedo, Ability Score Improvement 18 62 17th +6 19 71 18th +6 Magnum Opus: Citrinitas 20 76 19th +6 Ability Score Improvement 21 82 20th +6 Magnum Opus: Rubedo 22 89 The Alchemist A dwarf gleefully watches as his chimera tears though the pack of kobolds before throwing his own explosive into the pack, its content primed to flush them out of their tunnels. A human carefully measure out the distilled droplets that will be mixed into the token, that her companions will use to cross the ocean. The small talisman fitting within her palm, turning into a great ship when it touches water. A weakly orc proves that there is more than one path to strength, as he downs a concoction that gives him the strenght to push over a tree to form a bridge over a canyon. Where ever secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is first and fore must a scientist and a craftsman who seeks to unravel the very nature of creation, dissecting it and then putting it together as talisman, potions or life itself from matter that makes up everything and as they learn about the world, they learn about themselves. The respective alchemists' field of research allowing the dedicated to express their soul, the magnum opus that they'll create as much a tool as it is an statement and a work of art! Researchers and crafters of creation To be an alchemist, is to understand the underlying forces and components that makes up the material plane and to use that understanding to manipulate and combine that to create new matter with wondrous effect, bound together with just a little bit of the alchemist own Viriditas. The life force that alchemist believe reside in all things that's tied to the Anima Mundi, The living soul of all of creation. To the layman then that is something that happens in a lab and in a workshop, but even the most novice of alchemist can swiftly brew concoction and craft talisman in the field with potent if not lasting power with locally scrounged up ingredients. Soon the alchemist will might learn that to understand everything is simple too much, find an aspect that speaks to them or simple choice the most effective means of achieving their goals, and instead focuses their research and craft on a specific field. Some focusing on the life force that resides within all living, other on the crafting of life and some on the very process of creation itself.

Magnum Opus. Research in alchemy for the vast majority of it's practitioner eventually stops or at least slows down, when they master the art enough to make a living. The potion peddler, court doctor and village wiseman of the world. For the driven though, then their art allows them to unlock deeper secrets of how aspects of the world work, allowing them to create a grand work, be it for the sake of science, as a powerful means to a goal or to make a statement of what they believe is the ideal form. They are the ones that are often found in dwelling into dungeons for ancient secrets, traveling the world to gather unknown materials or thwarting invasions, before it can reach their lab and ruin their carefully set up experiment. For some, that drive will allow them to set foot in the garden of gods. Bringing true sentience to weapon, crystallize their life philosophy into physical form and even reforge their own body. Creating an Alchemist When creating an alchemist character, then consider why you decided to study the art. If it's for the science or for the tool it provides or perhaps simple done to live up to parental expectations. Talk to your DM about what role and place alchemy have in the campaigns society. If it's a lost art or taught and exist side by side with wizards in academies and as an extension of that, how you learned to perform alchemy. In class, under an apprenticeship or self-taught from old dusty books. What led you to then take up the adventuring life? Did you learn all you could from where you came and sought to expand your knowledge through implementation? Was it simple a tool, something to be used to achieve your goal, the knowledge a means to an end? Perhaps you risked failing your class and your teacher decided that life would be a better teacher than books could be or you had stumbled upon rumours of hidden knowledge that you're now seeking out with little care for why it became hidden in the first place. Quickbuild You can make an Alchemist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Dexterity. Second, choose the Sage or Guild Artisan background. Class Features As an alchemist, you gain the following class features Hit Points Hit Dice: 1d6 per alchemist level

1d6 per alchemist level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per alchemist level after 1st Proficiencies Armor: none

none Weapons: light weapon

light weapon Tools: Alchemist's supplies Saving Throws: Constitution, Intelligent

Constitution, Intelligent Skills: Choose two from Investigation, Arcana, Medicine, Nature Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon

(a) five javelins or (b) any simple melee weapon

Alchemist's supplies

(a) a dungeoneer's pack or (b) an explorer's pack Alchemy As a student of alchemy, you're able to create potent one-time use potions, charms and tokens of various effects, from here collectively referred to as recipe, that you know the formular for. See page 9 for a list of recipe you can choice and how each of them function. Performing Alchemy You perform alchemy by preparing consumable magical items during a long rest, choicing from the recipe you know and expending a number of alchemy point equal to the recipe base cost. The alchemist table shows how many alchemy point you have to create recipe for and how many different recipe you can have prepared at the same time. You regain all points during a long rest. The cost of a single recipe can not exceed half your level rounded up. All recipe becomes inert and cease functioning after 24 hours have passed or until a long rest, which ever happens first. Recipe known of 1st level and higher You know 3 recipe at level 1 and gain 1 new recipe each time you gain a level. You can not pick a recipe with a base cost that exceeds half your level, rounded up. You may also copy down recipe from another alchemist's book or by reverse engineering from a recipe, if you were able to prepare a recipe of that level. Copying down a recipe or reverse engineering a recipe costs 50gp x the recipe's base cost to buy the proper reagents, experiment, and perfectly translate the original notes to your own personalized style. Using Alchemy Recipe are categorized as potion, token, charms or oils. Potion and oils can be giving to creatures to use, while only you can activate the token and charms unless stated otherwise. You can only use one recipe each turn no matter how actions you get, unless stated otherwise. Alchemy Ability Intelligence is your Alchemy ability for your recipe's potency, since the power of your recipe relies on your understanding of how to combine the ingredients. You use your Intelligence whenever a recipe refers to your Alchemy ability. In addition. you use your Intelligence modifier when setting the saving throw DC for a recipe made by you. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Alchemical Explosive All alchemist learn as part of their studies which combination of materials will turn out explosive, acidic or poisonous if only to avoid the results when unintentioned. This knowledge also make it easy for the alchemist to create them intentionally and easily in sufficiently large batches to be used for self defense. Choose during a long rest if you have prepared explosives that does fire, acid or poison damage. You have enough explosive to last until your next long rest, but all explosives will become inert after 24 hours have passed since your last long rest. The explosive count as a ranged thrown attack with the range of 30/60 using dex modifier to hit and deals 1d8 damage at level 1, which increases at level 5, 10 and 15 as seen on the alchemist table. All viable target within 5 feet of the original also take half of the damage and no damage on a succesful dex save if the potion does fire or acid damage, or on a successful con save, if the potion does poison damage. An explosive that misses will scatter in a random direction and deal it's area of effect damage in a 5 feet radius of where it lands. Roll a d8 to determine direction where 1 is north, 2 is north east, 3 is east and so on. The final active components are added to the explosive at the last moment, as part of the ranged attack, without which the explosives does nothing. Others without training can therefor not use the explosive and an attempt by someone else to add the active component, including another alchemist, will result in the explosives going off in their hand, as if they had been hit by it. Steady Hand Handling outright dangerous chemicals and reagents in the lab and in the field have allowed you to do so mid-combat too. You can at level 2 now use potions as a bonus action. You can only still only use one recipe in one turn. You can also administrate a potion to a friendly recipient within 5 feet as a bonus action. This provokes an attack of opportunity if either is within threat range of a hostile creature. Homunculus crafting At 2.nd level, your learn how to craft a simple lifeform to aid you in your studies, partly empowered by your own life force. Your homunculus functions as a familiar summoned by the find familiar spell, with several differences: Your homunculus is a construct.

You cannot dismiss your homunculus as you would a familiar.

You can give your homunculus the form you want, so long it have the same size as the chosen familiar and the form have physical traits that matches the familiar, like wings for flying speed.

Your homunculus cannot assume a different form, unless you use a ritual with the same cost and time as originally spent, at which point you can also choice the starts of another beasts.

When your homunculus dies, its body remains, and can be reanimated as a ritual requiring 1 hour of work. Recipe Empowering You learn how to further improve on the basic recipes during the creation process. You can at level 3 add additional dices to any recipes that have a dice roll, at the cost of 1 alchemy point per dice, and can give a potion additional uses, if have a duration. Each uses much be spent within 1 minute of the first use. Excess uses after the first minute is wasted. The total cost in alchemy point of a recipe, can not exceed half your level, rounded up. Field of research At 3rd level, you begins your path down the field within alchemy that you will dedicate your research on, gaining new knowledge of the field of your choice, choosen from among Abiogenesis, Synthesis, And Animus Materia. Your choice is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 11th and determine which Magnum Opus you can make at level 14. 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. Journeyman Alchemist An alchemist eventually learns to make his recipe have a lasting potentcy. Any recipe that you can make, can now also be crafted to have a lasting potency, with a cost of 50 gp per alchemy point and 2 days of work per alchemy point. You most spend at least 8 hours each day that you spend on crafting the recipe. The work can be interrupted and resumed. Tokens and Charms made in this way, can also be used by others. The cost does not include rent of a lab for the purpose and the workday assumes a fully equipped lab and can therefor be more expensive or take more time at the DMs' choice. Rebrewing An alchemist soon learns to break his recipe into their base component and remake them into a different recipe with a minimal lost of material and potency. You can at level 7 use one hour to change one recipe to an entire different recipe you can create, with a total alchemy point up to one less than the original. Points not used are lost. Magnum Opus. An alchemist can begin work on his Magnum Opus at level 14. You pick one Magnum Opus from amount those available for your archetype and gain 5 Magnum Opus point for crafting it at the Negredo state. You gain 10 additional point at level 16 for the Albedo State, 15 points at level 18 for the Citrinitas state and 20 points and level 20 for the Rubedo state. For more details about Magnum Opus, see page 8.

Field of Research: Animus Materia Focusing your studies Animus Materia, allows you to unlock the secret behind bestowing motion and intelligence to matter. At first it manifist in minor objects moving under their own power, soon living armanent for offense and defense and culminating in your magnum opus. A weapon with true desire, intellect and agency. Beginning at level 3, you gain the ability to animate a tool during a long rest, chosen from the players handbook list of tool or item from the adventuring gear in your possession, that will follow you around and do your bidding. The tool have a fly movement of 30 feet and most stay within 30 feet of you. It uses your stats as if you were using it, if it attempts to perform an action or skills that is feasible for its form. The item stays animated until the you end the effect, is knocked out or it strays more than 30 feet away from you. You can only have one animated equipment or tool at a time, untill you reach level 11, at which point you can have two at a time. Animate Shield and Weapon You can at level 6, during a long rest, choice to animate a melee weapon or a shield that will follow you around and do your bidding. The chosen weapon or shield have a fly movement of 30 feet and most stay within 30 feet of you. If it's a weapon, then it moves on you turn and can perform one attack if you expend a bonus action, using you profiency bonus and int modifier for the attack roll and will always deal 1d8 + int modifier damage regardless of the weapon type, either slashing, pircing or bludgeon depending on which weapon is animated. Its damage increases by 1d8 at level 9, 12, 15 and 18. If it's a shield, then it will convey +2 AC to you or a friendly creature it shares space with. It can as a free action move together with the friendly creature on it's turn, so long the creature doesn't move further than 30 feet away from you. The weapon or shield stays animated untill you ends the effect, is knocked out or it strays more than 30 feet away from you. The alchemist can have any combination of two at level 15 Animate Potion Starting from level level 11, you can pick a recipe that during it's brewing will become animated. The recipe have a fly movement speed of 30 and most stay within 30 feet of the alchemist and moves on the alchemist turn. The alchemist can as a bonus action command the recipe to be dispensed to a willing target or activate as if the alchemist had activated it, with the recipe location as the point of origin, or to an unwilling target with an attack roll that uses the alchemist profiences and int modfier. The recipe can also be giving one conditional trigger that can be activated as a reaction, if its' intended target is within 30 feet and is willing. You can only have one animated potion at a time. Magnum Opus. You can at level 14 begin the crafting of your Magnum Opus, choicing from amount these options: Philosopher Stone, Sentient Magical Item, Golem Field of Research: Abiogenesis As a student of Abiogenesis, you seeks to unlock the secret behind creating life from matter, starting with creating a loyal chimera which you can learn how to further enhance, before you are able to then apply the principles on a smaller scale and improve upon your homunculus. Each step bringing you ever closer to creating life. Chimera Creation: You can at level 3 create a chimera companion. With 8 hours of work and the expenditure of 50 gp worth of material you craft a chimera to serve as your faithful companion. You select a base creature for your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. It can have any shape you desire, so long it have the same size as the chosen animal and have a shape fitting for the animals ability. You can only have one Chimera at a time. If your Chimera is ever slain, then the experience from creating it, allows you to recreate it for a reduced cost, spending 25 gp worth of material and 8 hours of work. Chimera capabilities The Chimera loses its Multiattack action, if the chosen animal have one. The Chimera obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your Chimera acts on its own. Your Chimera has abilities and game statistics determined in part by your level. Your Chimera uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an Chimera also adds its proficiency bonus to its AC and to its damage rolls. Your Chimera gains profiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3.rd, your Chimera gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise Alchemical Chimera enhancing Starting at level 6, you can choice for up to 3 alchemy point worth of potions from amount the recipes you know, which the Chimera can now activate and end at will as a spell like ability. Alchemical enpowerment can be part of the cost. Each ability with an instanious effect, can only be used once every long rest, unless the potions gives multiple uses, in which case it gives that many uses per long rest. Abilities with durations can have their duration spread over several uses, but only up until the max duration in total per long rest. Giving a Chimera an ability cost 50 GP per alchemy point and takes 2 workday per alchemy point. The Alchemist gainst an additional point for the Chimera at level 10 and at level 15. The abilities can be changed, by expending 50 gp and 2 workday per Alchemy point.

Improved Homunculus You learns at level 11, a precision of craft, that allows you to improve on the smaller body of a homunculus. You can spend 100 GP and one work day, to alter the stats off your homunculus to be like an imp, pseudodragon, quasit, or sprite. The Homunculus can also be giving 3 alchemy point worth of potions as ability, like the Alchemical Chimera enhancing ability. Lastly, it gains the ability to use charms and tokens made by you. Magnum Opus. You can at level 14 begin the crafting of your Magnum Opus, choicing from amount these options: Philosopher Stone, True Homunculus and Perfect Body. Field of Research: Synthesis As student of synthesis, you seeks to understand the process of creation itself. On mastering the fundaments of alchemy itself, pushing the boundaries for what is possible and ultimately crystalize your learning and discovery into a physical shape, in the form of a philosophers stone, that will empower your craft. Prepared reagents You learn at level 3 how to prepare reagents so they can be applied across a wide variety of recipes at moments notice. You can during a long rest spend alchemy point to create an alchemical enhancement that can be added to any other prepared recipe using a standard action, at which point it gains the enhancement. The reagent does not count against the maximum number of prepared potions. The alchemist can spend up to 2 point in this manner at level 3 across any number of reagents, and can spend additional points in this manner at level 6, 9, 12,15 and 18. The reagent stack with the regular way of empowering recipe but the total can not go above half the alchemist level rounded up. Quick Brew You learn how to significantly hasten the creation of simple recipe at level 6, allowing you to prepare recipe during a short rest. You can prepare for up to 2 alchemy point of recipe during a short rest at level 6, if you have any available, such as having expended already prepared recipe prior to the short rest. You gain an additional point at level 15. Combined Potion At level 11, your mastery of synthesis allows you to combine two different recipe into one. You can only combine potion recipe that have an effect on the user with each other and combine token recipe that have an effect that extend from the user with an area of effect with each other. Both effects are applied at the same time. Effects with duration have the duration of the one with the shortest duration, unless one of the potion is instantaneous, in which case the one with duration works as normal. In case of effect that extend from the user, then you choices which of the two AOE that applies to both effect. The combined recipe counts as two recipe, for the purpose of determinine the max amount of prepared recipe. The combined potion counts as one potion, for the purpose of the "Mixing Potions" and "Potion Overriding" Variant Rule on page 16. Magnum Opus You can at level 14 begin the crafting of your Magnum Opus, choicing from among any of the options available

Magnum Opus The Magnum Opus is the culmination of an alchemist research. The grand work serving as the ultimate expression of their craft or the greatest tool at their disposal to achieve their goal. Several path can lead toward the same goal, but the end result will always reflect the path the alchemist took to get there, as his work go through the 4 stages of transformation toward the finished form. The Magnum Opus Available Several different type of great works are available, though not all path give the neccesary knowledge for all of them. The philosopher stone. The crystallizations of an alchemist philosophy and approach to Alchemy. It is a potent tool to further enhance the performance of Alchemy.

True Homunculus. A sentient being, with the strenght and knowledge of the Achemist chosen, who'll eventually gain it's own desire, dreams and eventually free will.

Sentient Magical Weapon. An animated weapon of great power and a sentient will.

Golem. A mighty construct, that very well could persist even when the alchemist is long gone.

Perfect Self. The alchemical perfection of the alchemist own body, spirit and soul, giving them great power and wisdom.

True-Breed Chimera. A great beast, wonderous or monstrously, serving the alchemist loyally and able to be it's own existence after the alchemist is gone. Because why stop at owlbears? Creating the Magnum Opus You most have access to an alchemy lab, before you can begin crafting your chosen Magnum Opus. Each one can be costumized in different ways, using the Magnum Opus point you gain at level 14, 16, 18 and 20 and it cost 1000 GP of material and 6 day of work for each spent Magnum Opus point and you most spend at least 8 hours each day that you spend on working on your magnum opus. The work can be interrupted and resumed. The Magnum Opus is not useable, until at least 4 Magnum Opus point have been spent on it. Losing and remaking the Magnum Opus You always know the direction to where your Magnum Opus is, so long it's on the same plane as you are and is more than 100 feet away from you. You also know if it's destroyed. You can remake the Magnum Opus if it is destroyed, or you can't or don't want to try to find a lost Magnum Opus. The GP cost remains the same and the time spent is halfed, until it have all the same trait as the original. You can not give your Magnum Opus new traits, until after it have the same traits the original had but you can start using it when at least 4 Magnum Opus point have been spent. The original Magnum Opus will lose all powers if it still exist, upon the creation of the new one. Magnum Opus Philosopher Stone The philosopher stone is so called, because it is a physical representation of your philosofy and approach to alchemy, via your choice of how it enhances your creation and and usage of recipes. The points can be spent on the following Eternal potion Chose a recipe that most be in liquid form, that cost up to 2 alchemy point to create. The philosopher stone can now be used to create 1 instance of the recipe without any cost, during a short rest. No more than 1 of the recipe for a specific recipe can be available at any giving moment. Multiple recipe chosen with this feature are created at the same time during a short rest and no two recipe can be the exact same. (e.g. You can not have two unenhanced healing potion, but you can have one unenhanced healing potion and one that have had it's potency enhanced with one alchemy point.) It cost 2 magnum opus point, per alchemy point of the recipe. Elemental change Choose fire, thunder, lightning, acid, cold or poison upon picking this trait. Any recipe which have an element, can have the element type changed to the chosen element upon creation for no alchemy point cost. It can be picked multiple time, choosing a new element each time. Cost: 2. Prima Materia Each magnum opus point spent on this trait, gives the alchemist an additional alchemy point to spend during a long rest. Empowered alchemy Choice a recipe with a DC, and increase it with 1 upon chosen this trait. It can be chosen up to two times for the same recipe. It cost 5 magnum opus point per increase. Signature recipe Choice a base recipe. An alchemist can use an action to turn any other already prepared recipe into the chosen recipe including enhancement. The combined alchemy point cost of the recipe used to turn into the signature recipe, most be one higher than the signature recipe. Cost: 5 magnum opus point.

True Homunculus A true Homunculus is a life that will gain its' own agency and will. The basic True Homunculus are created by you choicing a medium sized form for the homunculus to have, and then destribute the standard array of stats (15, 14, 13, 12, 10, 8) to the stats of your choice and then choice one stat to increase with 2 and one stat to increase with 1. The homunculus can understand, speak and read one language that you know and starts with four level in a class of the your chosing and knows 2 additional skills of your chosing, apart from the ones it gets from its' class. The Homunculus have normal vision and hearing and starts with a neutral alignment upon creation. The points can be used in the following manners. Alchemical enhancement: You can endow the Homunculus with the ability of a recipe you can craft for an amount of magnum opus point that's twice the alchemy point cost of the recipe. The Homunculus can activate the effect of the recipe once every long rest, unless the recipe contain additional uses, in which case it can be used that many time per long rest. The homunculus can active the effect of the recipe on themselves or on a target that they can touch with the as an action, or have the effect extend out from them. You can only choice recipe that affects a target, or which have an effect that extend from the wielder.

Gain a level: 5

Gain profiencies in a skill: 2.

Make an Alchemical enhancement with a with an alchemy point of no higher than 3 and a duration of 1 hour or longer permanently active or active will: 5 The homunculus will upon creation obeys your commands to the best of its' ability. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your Chimera acts on its own, but will as time passes assert it's own individuality and might not listen to you. This is represented via the aquisition and changes of bond, ideal, personality trait and flaws. The homunculus is taught an ideal by you at level 14, a personality trait at level 16, a bond at level 18 and finally gains flaw at level 20 at random or at the DM's choosing. Any of these might change each time the alchemist gain a level. The alignment of the homunculus can also shift one step each time you gain a level. The first shift at level 15 is chosen by you should you choice to shift away from neutral, which can either be toward lawful or chaotic, or toward evil or good. Possible shifts at later level is at the DM discretion. Sentient Magical Weapon Bestowing true intelligence and agency to a weapon will create a mighty tool, that can slay your enemies or protect what you find important even long after you are gone. You choice a weapon to bestow intelligence to and gain profiency with it. You alone can also animate it like the Animate Weapon ability, except you use a standard action to attack with it and it only gains the movement traits. The weapon will become an intelligent magical weapon that have these default ability as detailed on page 214 of Dungeon Masters guide. Int: 10

Wis: 10

Cha: 10

The item communicates by transmitting emotion to the creature carrying or wielding it.

Hearing and normal vision out to 30 feet.

Alignment chosen by the you upon creation You can further costumize the weapon using Magnum Opus point. The points can be used in the following manners. Increasing INT, WIS or CHA of the weapon. It cost you one point to increase a stat by one. Modifier to damage and hit. +1: 1

+2: 4

+3: 9 You pay the difference, if you increase a modifier up from +1 or +2. Increasing communication ability. The item can speak, read, and understand one languages: 2.

The item can speak, read, and understand one language. In addition the item can communicate telepathically with any character that carries or wields it: 4.

Additional languages: 1. Increasing senses. Hearing and normal vision out to 60 feet: 1.

Hearing and normal vision out to 120 feet: 3.

Hearing and darkvision out to 120 feet: 5. Skills. Any skill that does not requirer manual dexterity and which uses the Int, Wis or Cha stat, can be learned and used for 2 points and convey on the weapon a profiency bonus equal to the wielder or +2 if it have no wielder. Recipe ability. You can endow the weapon with the ability of a recipe you can craft for an amount of magnum opus point that's twice the alchemy point cost of the recipe. The effect can be used once every long rest, unless the recipe contain additional uses, in which case it can be used that many time per long rest. The wielder can active the effect of the recipe on themself or on a target that they can touch with the weapon as an action, or have the effect extend out from them. You can only choice recipe that affects a target, or which have an effect that extend from the wielder. Golem Perfect Body True-breeding Chimera

Recipes Potion of Healing Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: Instantaneous You regain 2d4 + the alchemist into modifier hitpoints when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated Potion of Climbing Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: 1 hour When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. Potion of Resistens Recipe Category: Potion

Potion Range: Self

Self Base Cost: 4

4 Duration: 1 hour When you drink this potion, you gain resistance to one type of damage for 1 hour, chosen upon the potions creation, except for Piercing, Slashing and Bludgeon damage. Potion of Fire Breath Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: 1 hour After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. Potion of Water Breathing Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: 1 hour You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Philter of Love Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: 1 hour The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-mis bubble shaped like a heart. Anchor Feather Token Recipe Category: Token

Token Range: Touch

Touch Base Cost: 1

1 Duration: 24 hour You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Fan Feather Token Recipe Category: Token

Token Range: Self

Self Base Cost: 1

1 Duration: 8 hour If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fa n floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. The Fan moves along with the ship. You can dismiss the fan as an action Nimbus Stone Recipe Category: Charm

Charm Range: 60 feet Radius

60 feet Radius Base Cost: 1

1 Duration: 1 hour You can use an action to crack the nimbus stone, causing a rain cloud to appear above you, covering a 60 feet radius for an hour. The cloud will appear as close to the roof as possible if used indoor. The cloud will extend 5 feet down from under the roof and block sight like heavy fog for any creature tall enough to be within the cloud, unless they can crouch or go prone under it.

Potion of Animal Friendship Recipe Category: Potion

Potion Range: Self

Self Base Cost: 2

2 Duration: 1 hour When you drink this potion, you can cast the animal friendship spell (save DC 8 + profiency bonus + int modifier) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Potion of Mind Reading Recipe Category: Potion

Potion Range: Self

Self Base Cost: 2

2 Duration: 1 hour When you drink this potion, you gain the effect of the detect thoughts spell (save DC 8 + profiency bonus + int bonus). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. Messenger figurine Recipe Category: Token

Token Range: Self

Self Base Cost: 2

2 Duration: 24 hour You drop this figurine on a spot next to you, tranforming it into a tiny construct with the stats of a tiny beast chosen upon preparing this recipe, with a challenge rating no higher than 1/8. The construct travels to a location specified by you, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The construct travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the construct arrives, it delivers your Message to the creature that you described, replicating the sound of your voice. The construct speaks only to a creature matching the description you gave. If the construct doesn't reach its destination before the spell ends, the Message is lost, and the construct then falls apart into its' base component. Tree Feather Token Recipe Category: Token

Token Range: Touch

Touch Base Cost: 2

2 Duration: 1 hour You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree rots and harmless collapse into sawdust when the duration ends. Oil of Sharpness Recipe Category: Oil

Oil Range: Touch

Touch Base Cost: 2

2 Duration: 1 hour This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +1 bonus to attack and damage rolls. (Note, increasing the bonus via the empower potion enhancement, only increase damage or attack with 1, for each point of empower potion used. e.g. 2 points are needed to gain a +2 bonus to both attack and damage roll.) Wind Fan Recipe Category: Charm

Charm Range: 10 feet

10 feet Base Cost: 2

2 Duration: 1 hour While holding this fan, you can use an action to cast the gust of wind spell from it. Chime of Opening Recipe Category: Charm

Charm Range: 120 feet

120 feet Base Cost: 2

2 Duration: Instantaniuous This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing 1t at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone that can be heard up to 200 feet away, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

Horn of Blasting Recipe Category: Charm

Charm Range: 30 feet cone

30 feet cone Base Cost: 2

2 Duration: Instantaniuous You can use an action to blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature rakes 3d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 6d6 thunder damage instead of 3d6. Potion of Claivoyance Recipe Category: Potion

Potion Range: Self

Self Base Cost: 3

3 Duration: Instantaneous When you drink the potion, you gain the effect of the clairvoyance spell. You most also have a focus worth at least 100 GP, a glass eye for using the sight effect, a horn for using the sound effect. Potion of Diminution Recipe Category: Potion

Potion Range: Self

Self Base Cost: 3

3 Duration: 1 hour When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1 hour (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. Potion of Growth Recipe Category: Potion

Potion Range: Self

Self Base Cost: 3

3 Duration: 1 hour When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Elixir of Health Recipe Category: Potion

Potion Range: Self

Self Base Cost: 3

3 Duration: Instantaniuous When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it Potion of Heroism Recipe Category: Potion

Potion Range: Self

Self Base Cost: 3

3 Duration: 1 hour For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. Potion of Invisibility Recipe Category: Potion

Potion Range: Self

Self Base Cost: 3

3 Duration: 1 hour This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. Swan Boat Token Recipe Category: Token

Token Range: Touch

Touch Base Cost: 3

3 Duration: 24 hour You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Whip Feather Token Recipe Category: Token

Token Range: 10 feet

10 feet Base Cost: 3

3 Duration: 1 hour You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + int modifier force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.

Javelin of Ligthning Recipe Category: Charm

Charm Range: 120 feet x 5 feet line.

120 feet x 5 feet line. Base Cost: 3

3 Duration: Instantaniuous Creating this charm, requires a Javelin to enhance. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, and half as much damage on a successful one. The Javelin is destroyed in the process. Pipes of Haunting Recipe Category: Charm

Charm Range: 30 feet

30 feet Base Cost: 3

3 Duration: 1 minute You must have a wind instrument to enchant to create this potion. You can use an action to play them to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. Potion of Gaseous Form Recipe Category: Potion

Potion Range: Self

Self Base Cost: 4

4 Duration: 1 hour When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. Potion of Speed Recipe Category: Potion

Potion Range: Self

Self Base Cost: 4

4 Duration: 1 minute When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirl on its own. Oil of Slipperiness Recipe Category: Oil

Oil Range: Touch

Touch Base Cost: 4

4 Duration: 1 hour This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 1 hour. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hour. Immoveable Rod Recipe Category: Token

Token Range: Touch

Touch Base Cost: 4

4 Duration: 1 hour This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you uses an action to push the button again, the rod doesn't move, even if it is defying gravity for up to 1 hour. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Bead of Force Recipe Category: Token

Token Range: 60 feet

60 feet Base Cost: 4

4 Duration: 1 minute This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Potion of Flying Recipe Category: Potion

Potion Range: Self

Self Base Cost: 5

5 Duration: Instantaneous When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Potion of Vitality Recipe Category: Potion

Potion Range: Self

Self Base Cost: 5

5 Duration: 24 hour When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with a dull light, calling to mind a heartbeat. Iron Bands of Billaro Recipe Category: Token

Token Range: 60 feet

60 feet Base Cost: 5

5 Duration: 1 hour This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it or until an hour have passed. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. The token can be picked up and reused of it misses. A creature, including the one restrained, can use an action to make a Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, the creature can try again at the end of each of its' turn. Bird Feather Token Recipe Category: Token

Token Range: self

self Base Cost: 5

5 Duration: 24 hour You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (see the Monster Manual), but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Oil of Etheralness Recipe Category: Oil

Oil Range: Touch

Touch Base Cost: 6

6 Duration: 1 hour Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. Universal Solvent Recipe Category: Oil

Oil Range: Touch

Touch Base Cost: 7

7 Duration: Instantanious This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue Healing Bell Recipe Category: Charm

Charm Range: 60 feet

60 feet Base Cost: 7

7 Duration: Instantaneous You can use an action to ring the bell to heal up to 6 ally within 60 feet for 2d4 + int modifer of hitpoint.

Nolzur's Marvelous Pigment Recipe Category: Oil

Oil Range: Touch

Touch Base Cost: 8

8 Duration: 6 hour This pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. The Paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. Anything made with the Pigment, disappear after 6 hour. You can not create more than one painting with each uses. Daerns Instant Fortress Recipe Category: Token

Token Range: touch

touch Base Cost: 8

8 Duration: 24 hour You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses or until 24 hours have passed. which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a Dexterity saving throw, taking lOdlO bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. The Fortress falls apart when dismissed or after 24 hours have passed, causing falling damage to anybody still inside, if they are not on the ground floor. Potion of Invulnerability Recipe Category: Potion

Potion Range: Self

Self Base Cost: 9

9 Duration: 1 minute For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron. Sovereign Glue Recipe Category: Oil

Oil Range: Touch

Touch Base Cost: 9

9 Duration: 24 hour This viscous, milky-white substance can form a permanent adhesive bond between any two objects. One use of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, with a wish spell or by waiting until 24 hours have passed. Steaming Stout Soup Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: 24 hour This alchemical enhanced soup base can be prepared and served for up to 6 creatures during a short rest or after 30 minute preperation. A heat source most be available to prepare it. Everybody who consume a serving together with rare food ingrdients worth 10 gp per serving, gain the alchemist level+int modifier temporary hp that last for 24 hours, or until the next long rest, whichever happens first. Any servings consumed after 20 minutes have passed after of the end of short rest or the preperation time, gives no benefits. Refreshing Porridge Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: 6 hour This alchemical enhanced porrige ingredients can be prepared and served for up to 6 creatures during a short rest or after 30 minute preperation. Everybody who consumes a serving can ignore the effect of exhaustion for up to 6 hours, after which the effect returns if the exhaustion level have not been removed by then. Any servings consumed after 20 minutes have passed after of the end of short rest or the preperation time, gives no benefits.

Seven Flavor Meat Spices Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: 24 hour This alchemical enhanced spice for meat can be prepared and served for up to 6 creatures during a short rest or after 30 minute preperation. Everybody who consumes a serving gain +2 bonus to their next initiative roll made within the next 24 hours, or until the next long rest, whichever happens first. It only gives the bonus for one roll. Any servings consumed after 20 minutes have passed since the end of short rest or the preperation time, gives no benefits. Marchers Honey Recipe Category: Potion

Potion Range: Self

Self Base Cost: 1

1 Duration: 24 hour This alchemical enhancement are mixed into honey to create a hearty meal for long marches. It can be prepared and served for up to 6 creatures during a short rest or after 30 minutes preparation. Everybody who consumes a serving can for the next 24 hours or until the next long rest, march for up to 12 hours, before rolling for forced march exhaustion. Any servings consumed after 20 minutes have passed since the end of short rest or the preperation time, gives no benefits. Snow Globe Recipe Category: Token

Token Range: 30 feet

30 feet Base Cost: 2

2 Duration: 1 minute This globe of glass seems to have a small perpetual snowstorm within it. When you use this, everybody within a 5 feet radius of a point centered within 30 feet range takes 2d6 damage. A creature can make a Dexterity saving throw to take half damage. The recipe also creates an area coated in slippery ice for 1 minute and anybody who failed the dexterity save when it appears also falls prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Sleeping gas Recipe Category: Token

Token Range: 30 feet

30 feet Base Cost: 1

1 Duration: 1 minute Barely moving gas moved within this globe of glass. When you use this, every creature with 1 HD or less within a 5 feet radius of a point centered within 30 feet range most take a constitution save or fall Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead aren't affected by this recipe.

Design Notes and Variant rules The Alchemist as presented have been attempted built around the players handbook and the dungeon master guide, but might not fit exactly into your campaign setting or the campaign gaming style. Knowing why certain design choices was made, will hopefully make it easier for you to decide how to better change them to fir yor setting. The variant rules are suggestions for how you can make the Alchemist better fit you campaign, though player and DM should talkt together to find the one that works best for their specific campaigns. Journeyman Alchemist Design notes The GP cost for Journeyman Alchemist is built around the cost of healing potion in the Players' Handbook, with the price chosen to ensure that it doesn't gives a party with an alchemist access to more healing potions relative to their wealth, compared to one without. The 2 day per point have been chosen to ensure that a some amount can still be made even during short downtime periods, so that the alchemist can get some uses out of the skill. DM and players should talk together to find out if the cost and time spent per Alchemy point should be altered to better fit the campaign. For example if healing potions on average is significantly more expensive than its' listed price in Players' Handbook. Variant Rule: Journeyman Alchemist Downtime Crafting The downtime crafting rules from the players handbook states that a healing potion can be crafted for 25 GP and spending 10 days, and the same numbers can be applied to making a recipe via Journeyman Alchemist, reducing the cost to 25 GP per alchemy point, if 10 days are spent per point. The alchemist receiving the Journeyman Alchemist feature at level 5 is made from the assumption that potions sold by NPC are created by level 5 alchemist or higher and that any settlement who do sell healing potion, therefor have a resident alchemist of the appropriated level. Depending on your campaign, then you might want to consider the following variant rule, that makes potions available from lower level npc, so it better fits with other npc in the campaign setting. Variant Rule: Earlier Journeyman Alchemist. You might consider having the Journeyman Alchemist available as early as level 3 or 4, and then move homunculus to level 5, if you're playing in a campaign setting where the presence of level 5 characters or higher are so rare, that they would not match up with the implied amount of healing potions available for purchase. The assumption instead, if this variant rule is adapted, is that most potions available are made by level 3 or 4 npc alchemist. Alchemy ingredients Design Notes The rules for alchemy takes an off-hand approach to the ingredients, where field alchemy makes the assumption that as long as the alchemist have access to an Alchemist's supplies, then they'll be able to scrounge up what ever they'll need from the surrounding during a long rest, that they aren't already carrying with them. Meanwhile, the cost for creating recipe via the Journeyman Alchemist feature, is assumed to cover the cost for the higher quality ingredients needed to create recipe with lasting power. If you want the campaign to involve the gathering of ingredients, then you can consider using the following variant rule, which represent the alchemist gathering the ingredients, instead of paying for them. Variant Rule: Rare ingredients for Recipe The GP cost for the Journeyman Alchemist feature, both in it's normal version and in it's variant rule version, are assumed to include all raw material cost and the time spent includes the gathering of ingredients that aren't bought. If you want the granuality of gathering incredients for your own use or for an alchemist NPC, then you can consider this rule for reducing the cost or time. You can reduce the cost to 25GP per alchemy point, if you use fresh ingredients taking from a creature that's used within 7 days of harvesting and whose challenge rating is atleast 2 time the alchemy point cost of the recipe. A creature will only have enough for one recipe. If the campaign uses the Journeyman Alchemist Downtime Crafting Variant Rule, then it decrease the crafting time to 5 days per alchemy point. Magnum Opus Cost Design Notes The cost of a finished magnum opus is designed around the cost of a keep in DMG, pricing a finished magnum opus to be equal in worth to the establishment of a personal estate. The cost assume that all ingredients are bought, but you can consider using the following variant rule for reducing the cost, by personally gathering the ingredients. Variant Rule: Rare ingredients for Magnum Opus The GP cost for the Magnum Opus feature, are assumed to include all raw material cost. You can reduce the cost to 500GP per Magnum Opus point, if you use fresh ingredients taking from a creature, if it's used within 7 days of harvesting and whose challenge rating is atleast equal to your level. One creature reduces the cost for 5 magnum Opus point.

Stacking of potion on one creature. The default rules for being under the effect of multiple potions at the same time, is that there's no ill effect, due to potions being rare enough for it to rarely happen. The presence of an alchemist makes it highly recommended to implement one of these variant rules, depending on which one best fit the campaign. Variant Rule: Mixing potions Page 140 of the DMG have rules for consequenses that there might be for mixing potions and for being under the effect of more than one potion with a duration. These adjustments are recommended if the variant rule is used due to the greater amount of potions being used by you and your party: Result for 91 to 100 is removed and counts as if you had rolled 36-90. Making the table more risky to roll on is also highly recommended, if potion stacking is a worry. Variant Rule: Potion overriding Another way to avoid the stacking of potion, is simple by making it impossible for a creature to be under the effect of more than one potion at a time. Drinking a potion with a duration, immidiatly ends the ongoing duration of another potion that the creature is under the effect off. This might have the unintended side effect of creative players or villains removing potion effect by forcing a recepient to drink another potion. The two above variant rule can be made more lenient if creatures uses regular potion, by only making them apply if at least one of the potions is of the non-permanent kind made by an alchemist, citing that they are too unstable to mix with another potion within a creature. Creating recipe. The easiest way to create a recipe is to pick an existing spell and use it as a baseline. Determine first if it's a Potion, Token, Charm or Oil. Potion are fitting if it's a spell that buffs a target, Oil if it's a spell that applies an effect to a targeted object, token if it's a spell that creates an object, the spell effect can be simulated by an item creating the effect or if spell are meant to affect a hostile target at range and charm if it's a spell that creates an effect that extends out from the caster. Start with giving the recipe a base cost equal to the spell level, and then adjust the cost up, if the spell normally require concentration. If the spell have a diceroll, then you can consider lowering the basecost, by reducing the diceroll with a proportional amount, but if you do, then keep in mind, that some spells might still be too powerful even with lower number due to secondary effect, such as a fireballs area of effect.

The World Of and With Alchemy Alchemy is fortunately not too difficult to introduce into most settings, since it usually already is part of it. The existence of Alchemist's supplies, the presence of healing potions on the list of supplies that can be bought and alchemist guild being one of the options for the guild artisan background, implies that alchemy is already around, it just needs to be fleshed out, for any would-be alchemist in the campaign. If you want alchemy to be an active part of your campaign, then you should consider it's place in the world, which kind of organisations there might exists, what kind of history it might have and if it have any famous practitioner and which regional variance there might be. What applies for one continent, might not for another. Useful questions to ask yourself to figure that out could be: How common are shops that sells healing potions made by alchemist? Answering this question gives you an idea of how widespread alchemy is in any giving region, with a greater number of alchemist below the minimum level needed to learn the journey man alchemist feature and a smaller number above. Consider using the variant rule on page 16, if it give numbers that fits better into your campaign. Do note that others might know how to make healing potions too. From who or where does an alchemist learn their trade if they aren't self-taught? Is it in an academy, within a guild, via private tutor, a master/apprentice relationship or a coveted secret only for the initiated? This can help establish how much influence alchemist might have in the world as a political entity and influence how society as a whole sees them. What is alchemy place in history, both in general and in relation to other arcane art? Does it predate a wizards studious spell-casting, is it a relative new developement, or was it the arcane tradition of another continent, who didn't made the breakthrough to figure out how to cast spells the way wizards does and it's only in recent history that the two approach have crossed the oceans and appeared among each other? A history of alchemy research gone wrong could naturally make people see any alchemist as an catastroph in the making, while others might see alchemist as the only healer who do not care which god you pray to. If it's a new art then it might be looked down upon, while as an ancient art, it might have dangerous experiments sealed away in deep dungeons where all of the warnings are not mind games to keep tomb raiders away from a treasure, unless said tomb raider happens to be an alchemist who believe they can learn from the mistake of their predecessor. How many Magnum Opus exists and are accounted for, and who made them for which purpose? History of an art is in many way a history of it's practitioner. For example, there might be rumours that owlbear happened to actually be the magnum opus of an alchemist, which might cause people to give an alchemist workshop a wide berth if they know some experiment is happening. Meanwhile there might be a nation whose royal badge of office could include an intelligent sword passed down the family after an alchemist gifted it to them, because the family not only harbored alchemist during a time of persecution, but established a royal alchemy academy. How does people know if a potion made by an alchemist, is a stable one that won't stop working at the end of the day? The alchemist class ability to easily create potions that only last for a single day, means that everybody will want some kind of guarantee that the potion they bought from a stranger, also works tomorrow. Perhaps they'll only buy from someone they don't know, if it's a guild approved alchemist, licensed by the state or from alchemist who have a workshop, so they have a place they can go and complain. There might also be a culture among alchemist that those who tries to cheat others by selling unstable potions are looked down on at best, and hunted down and made an example off at worst, since cheating with potions, harms the business of all of them. Are any of the archetypes a new field of research and are there any type of Magnum Opus that hadn't been made or completed yet? For example, there might not be any alchemist who in game-terms, are above level 6 within a specific archetype or it could even be that the players, are the first to break new ground. One or more Magnum Opus might also not had been made yet, because its very existence hadn't been conceptualized or it have been dismissed as impossible. At best there might be some barely started prototype that never made it past the Negredo state.