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# Alchemist v7.0 #
##### Alchemist | Level | Proficiency Bonus | Admixtures Known |Compounds|Features | |:-----:|:-----------------:|:----------------:|:-------:|:---------------------------------------------------------| | 1st | +2 |2 |2|Chemistry, Practiced Alchemy, Pyrotechnics | | 2nd | +2 |2 |2|Craft Homunculus | | 3rd | +2 |3 |3|Alchemist's Guild, Guild Secret | | 4th | +2 |3 |3|Ability Score Improvement | | 5th | +3 |4 |5|Practiced Motion | | 6th | +3 |4 |5|Alchemical Testing, Guild Secret | | 7th | +3 |4 |6|Lesser Philosopher's Stone | | 8th | +3 |4 |6|Ability Score Improvement | | 9th | +4 |5 |8|Homunculus Link | | 10th | +4 |5 |8|Guild Secret | | 11th | +4 |5 |9|Alchemical Metallurgy | | 12th | +4 |5 |9|Ability Score Improvement | | 13th | +5 |6 |11|Greater Philosopher's Stone | | 14th | +5 |6 |11|Guild Secret | | 15th | +5 |6 |12|Potent Admixtures | | 16th | +5 |6 |12|Ability Score Improvement | | 17th | +6 |7 |14|Legendary Admixture | | 18th | +6 |7 |14|Guild Secret | | 19th | +6 |8 |15|Ability Score Improvement | | 20th | +6 |8 |15|True Philosopher's Stone |
\pagebreakNum ## Class Features As an Alchemist, you gain the following class features. #### Hit Points - **Hit Dice:** 1d8 per Alchemist level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Alchemist level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, hand crossbow, heavy crossbow - **Tools:** Alchemist's supplies ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two skills from Insight, Investigation, Medicine, Nature, Perception, and Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* 5 flasks of oil, 1 vial of acid, and 1 alchemist's fire - *(a)* a dungeoneer's pack or *(b)* a scholar's pack - *(a)* leather armor, any simple weapon, and alchemist's supplies ### CHEMISTRY You have learned to combine various natural compounds into alchemical admixtures, unlocking the power of their physical properties to create powerful spell-like effects. Although admixtures create effects which are similar to those created by certain spells and magic items, they are inherently non-magical. An admixture, or the effect created by an admixture, cannot be detected or dispelled using abilities that work on magic. Spells such as *detect magic*, *dispel magic*, *counterspell*, or *antimagic field* have no effect on admixtures. ###### LEARNING ADMIXTURES You begin with knowledge of two admixtures of your choice. You learn additional admixtures as you gain levels in this class as shown on the Admixtures Known column of the Alchemist table. ___ Additionally, when you gain access to a new alchemical admixture in this class, you can choose one of the admixtures that you know and replace it with another admixture from the list. ###### ALCHEMICAL RESOURCES Alchemical admixtures you create require a certain amount of invested time and materials, which is represented as compounds. Your base available compounds are shown in the Compounds column of the Alchemist table. You add your Intelligence modifier to this quantity to determine your total available compounds. ___ Consumed compounds are refreshed at the end of a long rest.
###### MANUFACTURING ADMIXTURES To manufacture alchemical admixtures, you must spend at least two hours during a long rest and have access to your alchemist’s supplies. Each admixture you create consumes one compound unless otherwise noted. ___ Due to their volatility and instable chemical nature, all admixtures that you manufacture lose their potency and become inert at the start of your next long rest. ###### ADMIXTURE ABILITY You use your Intelligence modifier when setting the saving throw DC and attack modifier for any alchemist admixture you create when applicable. ___ **Saving throw DC** = 8 + your proficiency bonus + your Intelligence modifier ___ **Attack Modifier** = your proficiency bonus + your Intelligence modifier ___ ###### USING ADMIXTURES Admixtures come in three main varieties, which denote how they interact with targets: Applied, Area, and Direct. Applied admixtures are activated either by a creature consuming the admixture or by the solution being applied directly to a creature or item (as noted in the admixture’s description). ___ Area and direct admixtures interact with the world either by mixing with the air or allowing a combination of various chemicals to interact, which creates a reaction. In either case, the admixture is typically inert in a container which is broken, releasing the reaction or effect. ###### AREA AND DIRECT ADMIXTURES Most area and direct effect admixtures are triggered by being thrown at a target, which can be a creature, object, or point on the ground. Due to the complexity involved in starting the reactions within the admixtures, you can only throw a single admixture per Attack action. A thrown admixture has a normal range of 60 feet with a long range of 90 feet. ___ To utilize a direct admixture, you make a ranged attack against a creature or object, treating the admixture as an improvised weapon that you have proficiency with. You do not suffer disadvantage on your attack roll if you are within 5 feet of a hostile creature. All rules for cover apply as normal. ___ When using an area admixture, you throw the admixture towards a point on the ground or object, shattering it on impact. An unoccupied space has an AC of 5 while the AC of other objects (for example, a small statue or a stalactite) are determined by your DM. \pagebreakNum >##### Optional: Missing with an Area Effect Admixture >Missing with an area effect admixture can lead to unpredictable results. On a miss, the admixture strikes an area 1d4 x 5 feet from the intended target in a random direction as determined by a d8 (using a grid, 1 = NW, 2 = N, 3 = NE, 4 = W, 5 = E, 6 = SW, 7 = S, 8 = SE). On a roll of 1, the target strikes an area 10 feet from the intended target in a random direction. >___ >Creatures that do not have the alchemical admixtures class feature have disadvantage on attack rolls made with them, and on an attack roll of natural 1, the admixture breaks in their hand while being thrown, dealing the full effects to the wielder. ### PRACTICED ALCHEMY Through countless hours of practice, you have become very skilled in the use of alchemical tools and supplies. You double your proficiency bonus when making any check that uses your alchemist’s supplies. ___ While crafting alchemical items (e.g. acid, alchemist’s fire, holy water, or poison), for every day of downtime you spend crafting, you can create one or more items with a total market value not exceeding 25 gp, though you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 25 gp, you make progress every day in 25-gp increments until you reach the market value of the item. ### PYROTECHNICS (Move to subclass) ___ Through your years of apprenticeship and experimentation, you have learned special pyrotechnical applications and can apply special powders from your alchemist’s supplies to torches you carry. Torches treated in this manner look like a regular flame, but cannot be smothered or quenched (including submerging in water) without special alchemical means. ___ You may quench an alchemical torch as a bonus action as long as you have the use of alchemist’s supplies. Any other party must spend 1 minute and succeed on a DC15 tool (alchemist’s supplies) check to douse the flames. ___ You treat all torches as an improvised weapon that you have proficiency with. Torches you have augmented are treated as clubs, dealing 1d4 fire damage in addition to their normal damage. The fire damage increases to 1d6 at 5th level, 2d4 at 11th level, and 2d6 at 17th level. ### CRAFT HOMUNCULUS At 2nd level, using a special alchemical process requiring 8 hours of work, you can create a homunculus. Your homunculus functions as per the creature of the same name (MM, p 188), with several differences: - Your homunculus acts on your initiative - Your homunculus does not act independently; you must use a bonus action to direct your homunculus’ actions, which can include the attack action, hide action, use an object action, dodge action, disengage action, or object interaction.__ ___ You add your proficiency bonus to the homunculus’ AC, attack rolls, and damage rolls. The creature’s hit points are equal to that in its stat block or 2 times your alchemist’s level (whichever is higher). ___ If your homunculus dies, its body remains and reverts to a claylike substance, and can be reanimated via an alchemical process requiring 1 hour of work, 100 gp of raw materials, and your alchemist’s supplies. ### ALCHEMIST’S GUILD At 3rd level, you choose to follow the teachings of a guild of alchemists, which defines your focus in the course of your alchemical exploits: the Imperial Engineers, the Black Powder Traders, the Embalmer’s Guild, the Apothecary’s Guild, or the Energist’s, all detailed at the end of the class description. Your choice of alchemists’ guild grants you additional features at 3rd level and then again at 6th, 10th, 14th and 18th levels. ### 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. ### PRACTICED MOTION You have become so skilled with using your admixtures that you’re able to simultaneously perform certain other complex actions. Beginning at 5th level, on any turn when you use your action to use an admixture, you may use your bonus action to perform a single melee attack or use an object. ### ALCHEMICAL TESTING *Hand of Vecna credit* ___ You have gained much knowledge about the fundamental materials that make up the world. Starting at 6th level, you add half your proficiency bonus, to all skill checks made to identify herbs, potions, poisons, or other alchemical substances. If you are proficient with such a skill, this bonus stacks with your normal proficiency bonus. ### LESSER PHILOSOPHER’S STONE At 7th level, you begin on the path to unlocking the secrets of true alchemy. Using your alchemist's supplies and 1000 gold pieces worth of materials, you can spend 8 hours of work creating a philosopher's stone, a source of alchemical energy encased in a fist-sized stone. Your philosopher's stone only works in your possession and you can only have 1 at a time. To any other creature, it is just an ordinary stone. \pagebreakNum ___ Your philosopher’s stone, though not a magical item, functions in a similar manner to a magic item and has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to create one of the following effects, as per the spell of the same name: *control flames^EE^*, *shape water^EE^*, *mold earth^EE^*, *gust^EE^*, *mending*, and *blade ward*. ___ The stone regains ld6 + 1 expended charges daily at dawn. If you expend the stone's last charge, roll a d20. On a 1, the stone becomes inert and must be recharged by using your alchemist’s supplies, 100 gold pieces of material, and 4 hours of time. At the completion of this activity, the stone gains 1 charge. ___ In addition, by spending 2 charges, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You touch the stone to one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material up to a maximum amount of cubic feet equal to your alchemist level. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. ### HOMOUNCULUS LINK Starting at 9th level, you forge a much deeper bond with your homunculus, linking your life force to that of the homunculus. You are aware whenever your homunculus takes damage and you can use a reaction to sacrifice a number of hit points up to the damage received. Each hit point spent in this way prevents 1 point of damage done to the homunculus. ___ If you suffer damage that would reduce you to 0 hit points, you may transfer life energy from your homunculus in order to save yourself. You may transfer up to your Alchemist level in hit points, though you may not drain your homunculus below 1 hit point. You may use this feature once per short rest. ___ Finally, you can spend 1 minute in meditation to share the senses of your homunculus, hearing, seeing, smelling, tasting, and touching everything the homunculus does. There is no range to this effect, but you must be on the same plane as your homunculus. ### ALCHEMICAL METALLURGY (move to sublcass) ___ At 11th level, you have mastered the art of combining alchemical chemistry and can create infusions that can be alloyed to armors, shields, and weapons. ___ During a short rest, by spending one hour, you can create a single metallurgical infusion as long as you have access to your alchemist’s supplies. This infusion may be applied to a single armor, shield, or weapon and it retains its potency for 1 hours. ___ You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. ___ You may select from any of the metallurgical infusions detailed in the Alchemical Infusions section. ### GREATER PHILOSOPHER’S STONE At 13th level, you delve even deeper into the mysteries of the philosopher’s stone. Your stone now has 9 charges and gains 1d8+1 charges at dawn on each day. ___ While holding it, you can use an action to expend 2 or more of its charges to create one of the following effects, as per the spell of the same name: create or destroy water, gust of wind, flaming sphere, or spike growth. Increasing the casting levels of these effects consumes 1 additional charge for each increased level. ___ In addition, as an action, you can transmute up to 10 gallons of water, into one of the following substances: 5 flasks of acid (as per PHB, p 148), 5 doses of basic poison (as per PHB, p 152), beer, honey, 5 flasks of oil (as per PHB, p 152), vinegar, salt water, or wine. This transformation lasts for 24 hours at which points it becomes water again. ___ You must complete a short or long rest before you can do this again. ### POTENT ADMIXTURES Beginning at 15th level, you can make admixtures at higher potencies by utilizing two compounds when making an admixture. This increases the save DC by 2 and you can reroll a number of the damage dice up to your Intelligence modifier (minimum of one) when used. You must use the new rolls. ### LEGENDARY ADMIXTURES At 17th level, you unlock a deeper mystery of the alchemy and learn a single legendary admixture. When you gain access to a new alchemical admixture in this class, you can instead choose one a legendary admixture. You can also choose to replace an admixture that you know with a legendary admixture whenever you are eligible to learn a new admixture. ___ Manufacturing legendary admixtures requires the use of six compounds. ###### GLOBE OF NEGATION (AREA) *A clear globe filled with a silvery mist* ___ On impact, the globe breaks and creates an opaque silvery cloud 10-feet in diameter. The cloud cancels any spell effect that is cast into or through its area. This functions as globe of invulnerability, but it affects spells of any level. The cloud can negate a total number of spell levels equal to your proficiency bonus + your Intelligence modifier, after which the cloud dissipates. Spells that exceed the number of remaining levels remove all remaining levels, but are weakened; any creatures targeted by such spells receive a +4 circumstance bonus on any saving throws against the spells’ effects. The globe lasts for a number of rounds equal to your occultist level. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast. You must be at least 11th level to select this focus power. \pagebreakNum ###### MEDUSA’S EYE (AREA) *A stoppered vial filled with grey mist* ___ On impact, the vial breaks and fills a 15-foot radius with a dense, grey mist. The mist is thick enough to obscure vision. Creatures entering or within the area must make a Constitution saving throw or become petrified. The mist lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. ###### PHILOSOPHER’S BURST (AREA) *A tiny silver-cage crystal, filled with a unknown pink chemical* ___ Created by transferring the near limitless energy from your philosopher’s stone to a chemical filled silver-caged crystal. All creatures in a 30-foot radius receive 10d10 + 50 force damage. ###### PRIME ACID (DIRECT) *A heavy obsidian vial of dark green liquid.* ___ On a hit, the target is splashed with corrosive liquid and takes 20d6 acid damage. Any creature reduced to 0 hit points by the acid is entirely disintegrated, leaving behind only a small bubbling pool. A disintegrated creature’s equipment is also destroyed, though magic items can be given a save as determined by the DM. ___ When used against an object, the liquid disintegrates as much as one 10+1d10-foot cube of nonliving matter. The acid affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. ###### SINGULARITY CORE (AREA) *A large black gemstone, pulsating with multi-colored lights* ___ Upon impact, the gemstone releases a massive pulse of energy and creates a singularity on the target square, lasting for 3 rounds. In a radius of 50 feet around the singularity, it costs triple movement speed to move away from the center and half movement speed to move towards the center. Each creature that starts its turn within 50 feet of the singularity must succeed on a Strength saving throw or be pulled 15 feet towards the singularity. Small creatures have disadvantage on this saving throw. ###### TEMPORAL FLUX (AREA) *A small metal box, each face made from a different metal* ___ This admixture slows the flow of time for all creatures caught in a 30-foot radius. A creature within the area must succeed on a Charisma saving throw or it cannot takes reactions, bonus actions, moves at half their base speed, and always act last in a combat turn until the start of its next turn at which point it can attempt another save (if it’s still within the area). ___ The box projects this aura for 1 minute and then ceases to function.
### TRUE PHILOSOPHER’S STONE At 20th level, you discover the final secrets of the philosopher’s stone, including the secret to eternal youth and vitality. Your stone no longer consumes charges to activate its abilities and confers upon you the following benefits while it is in your possession: - You age at 1/10th the normal rate for your race, and your age cannot be magically changed - While your philosopher's stone is on your person, you have advantage on saving throws against poison, have resistance to poison damage, and are immune to disease. - If you are killed, your soul is immediately transferred to your homunculus if it’s on the same plane of existence. If your homunculus is not available, then the transference fails. Once you have transferred to your homunculus, you gain complete control over the homunculus, replacing its Intelligence, Wisdom, and Charisma with your own. You can choose to reside in the homunculus until such time as your body is returned to life (which instantly returns your soul to your own body), you find another form to inhabit, or have the homunculus consume your philosopher’s stone which causes the homunculus to transform into your original body over the course of a week. ___ Finally, once per week, you can transmute a block of lead into one of gold worth 1d6 x 1000gp. \pagebreakNum ## ALCHEMICAL ADMIXTURES Admixtures are generally contained in a glass flask or vial and release their energy when the container is destroyed, either intentionally through being thrown at a target or through accident. ##### ALCHEMICAL ACID (Direct) *A vial of thick, clear liquid.* ___ On a hit, the target is splashed with the liquid and takes 1d6 acid damage. ___ This admixture’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 9th level (4d6), 11th level (5d6), 15th level (6d6), 17th level (7d6) and 20th level (8d6). ___ Alchemical acid applied directly (poured on) to an object or an object hit with alchemical acid automatically takes full damage. ##### ALCHEMICAL FIRE (Direct) *A stone flask with thick, green-black fluid.* ___ The flask shatters on impact and fluid ignites when exposed to air. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check to extinguish the flames. A flammable object hit by this admixture ignites if it isn't being worn or carried. ___ This admixture’s damage increases by 1d4 when you reach certain levels in this class: 3rd level (2d4), 9th level (3d4), 15th level (4d4), and 20th level (5d4). ##### ALCHEMICAL FROST (Direct) *A delicate glass globe, heavily obscured with frost.* ___ On a hit, the globe shatters covering the target in frost and ice crystals. The target suffers 1d6 cold damage and have disadvantage on its next attack or skill check. ___ This admixture’s damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 9th level (3d6), 15th level (4d6), and 20th level (5d6). ___ Alternately, you can apply this admixture directly to water or other liquid, freezing a 10-foot cube into a block of ice. ##### ALCHEMICAL INFERNO (Area) *A vial of roiling, red liquid.* ___ On impact, the vial detonates in a roiling ball of fire in a 10-foot radius. Any creature in the area takes 1d10 fire damage. Flammable objects hit by this admixture ignite if not being worn or carried. ___ This admixture’s damage increases by 1d10 when you reach certain levels in this class: 5th level (2d10), 9th level (3d10, 15-foot radius), 15th level (4d10), and 20th level (5d10, 20-foot radius).
##### ALCHEMICAL UNGUENT (Area) *A flask of black viscous liquid.* ___ Upon impact, the flask bursts and covers a 10-foot square of ground. Any creature entering this area or starting its turn in the oil must succeed on a Dexterity saving throw or fall prone. ___ The unguent can be poured over a single creature, granting advantage on attempts to resist grapples for 1 minute. ##### BLACK WATER (Direct, Area) An eerie, dark liquid in a coral flask When poured, the liquid taints all of the water in a 20-foot radius for the next hour. The tainted water cannot be breathed, even by a creature that normally breathes water. In addition, any creature that breathes water that enters or begins its turns in the tainted water must make a DC 10 Constitution saving throw or immediately run out of breath (see PHB, page 183). ##### BLESSED FIRE (Direct) Alchemical Fire infused with blessed water. If the target is a fiend or undead, it takes an additional 2d4 radiant damage. ##### BOTTLED LIGHTNING (Direct) *A metal globe, with sparks dancing across the face.* ___ On impact, the globe discharges an arcing web of electrical energy. The target take 1d6 lightning damage and, unless it succeeds on a Constitution saving throw, is stunned until the start of its next turn. Creatures standing in water or in metal armor have disadvantage on this saving throw. ___ This admixture’s damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 9th level (3d6), 15th level (4d6), and 20th level (5d6). ##### BURNING STONE (Area) *Also referred to as forge stones, a black block that requires two hands to hold.* ___ Activated by a few drops of a chemical solution, when placed on the ground, the stone gives off intense heat, raising the temperature in a 30-foot radius increases to above 100 degrees. Creatures in the area gain resistance to cold damage and ice accumulations begin to melt immediately. This effect lasts for an hour. ___ A creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of the hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. ___ Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. \pagebreakNum ##### COLD STONE (Area) *An egg sized stone carved from dark blue ice.* ___ Also known as Winter’s Breath, when placed on the ground and activated, the stone emits waves of cold, coating all surfaces with frost and lowering the temperature in a 30-foot radius increases to below 0. Creatures in the area gain resistance to fire damage and water beings to freeze immediately, creating thin ice immediately and turning to slippery ice (DMG, p 109-110) in 30 minutes. This effect lasts for an hour. ___ A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. ##### CRYSTALS OF LIGHT BENDING (Direct) *Crystalline spheres in a small glass cube.* ___ Shaking the contents of the cube over a creature grants invisibility for 1 minute. This invisibilty is broken if the user makes an attack, casts a spell, or moves more than 5 feet in a single turn. Once a creature uses this admixture, the creature can’t do so again until it finishes a short or long rest. ##### DRAGON’S ROAR (Direct) *A small onyx block sealed with thick wax.* ___ On impact, the block shatters releasing a deafening explosion. The target takes 1d6 thunder damage and must succeed on a Constitution saving throw or and be deafened for 1 hour. ___ This admixture’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 9th level (4d6), 11th level (5d6), 15th level (6d6), 17th level (7d6) and 20th level (8d6). ##### DREAMSEED (Area) *A vial of fine purple sand with silver flecks.* ___ On impact, the vial breaks and spreads a cloud of fine sand in a 15-foot radius. Roll 5d8; the total is how many hit points of creatures the drifting sand can affect. Starting with the creature that has the lowest current hit points, each creature affected by the sand falls unconscious for 1 minute. For the next minute, only damage or someone taking an action to wake them can rouse them; after that, the target sleeps normally for the next 1 hour; shaking or loud noises will wake them. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. ___ This admixture’s effect increases by 1d8 when you reach certain levels in this class: 3rd level (6d8), 5th level (7d8), 9th level (8d8), 11th level (9d8), 15th level (10d8), 17th level (11d8) and 20th level (12d8).
##### FIRE SALTS (Applied) *Dense, grey crystals, typically filling a stoppered flask.* ___ When applied to fire that is no more than 10 feet in diameter, a burning object, or creature engulfed in flame, the flame is immediately snuffed and goes out. ___ If the solution is applied directly to a single creature, that creature gains resistance to fire damage for 1 hour. At 9th level, a creature has advantage on any saving throws against fire damage in addition to the resistance. At 17th level, the salts grant immunity to fire damage for 1 hour. ##### FLASHBANG (Area) *A small opaque glass or clay globe.* ___ Upon impact, the globe shatters, releasing a flash of bright light and sound. All creatures within a 10-foot radius must make a Constitution saving throw or can't take reactions until the start of their next turn. ##### LIGHTFOOT OIL (Applied) *A small stoppered vial of milky-silver oil* ___ This oil is applied directly to a creature's feet or an object. The target rises vertically, up to 20 feet or as allowed by the height of the ceiling or other obstruction, and remains suspended there for the 1 minute. The oil can levitate a maximum weight of 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. ___ The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. ___ When the effect ends, the target floats gently to the ground if it is still aloft. ##### MANA INFUSION (Special) Admixtures infused with raw magical energy. Any admixture can be infused by applying one additional compound during manufacturing. Damage inflicted by an admixture with a mana infusion counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage though the admixture becomes subject to spell resistance and effects that resist or negate magic. ##### MOON DUST (Area) *A small glass bottle of iridescent blue powder.* ___ Upon impact, the globe shatters and coats objects and creatures within a 20-foot radius of its point of impact with the powder which immediately bursts into harmless faerie fire, causing creatures in the area of shed dim light in a 10-foot radius. Creatures may make a Dexterity save to avoid being affected. Moon Dust negates stealth and invisibility as well as granting advantage on attacks against the illuminated target. This effect lasts for 1 minute. \pagebreakNum ##### MYSTIC'S TORPOR (Direct) *A small vial of fine indigo-colored powder.* ___ On impact, the vial shatters and covers the target in a fine coating of the powder. A creature attempting to cast a spell while covered must make a Constitution save in order to do so. Failure indicates the spell is disrupted. Any spellcaster maintaining concentration when hit must also make a concentration save at DC 10 to avoid losing concentration. This effect lasts for 1 minute or until the target succeeds on their saving throw. ##### NIGHTFALL (Area) *A dark grey or black round bottle filled with dull black powder.* ___ On a hit, the fine powder forms a 30-foot radius cloud that seems to absorb light. All light sources in the affected area are reduced by one-step (bright becomes dim, dim becomes dark). This effect lasts for 1 minute. ##### PSYCHOACTIVE SPORES (Direct) *A thin leather bellows-like pouch filled with varicolored spores.* ___ When the contents are ejected via the bellows, a spray of fine powder engulfs each creature within a 15 foot cone. Each creature in the cone takes 1D6 psychic damage and must succeed on an Intelligence save or suffer disadvantage on savings throws to resist illusions and on sanity checks until the end of their next turn. ___ This admixture’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 9th level (4d6), 11th level (5d6), 15th level (6d6), 17th level (7d6) and 20th level (8d6). ##### PURIFICATION POWDER (Applied) *A simple white powder, folded in wax paper.* ___ This powder can be applied to up to 5 gallons of liquid, purifying it and rendering it drinkable if a little bland in taste. Any poisons or toxins in a liquid are neutralized. ##### RATSBANE (Area) *A small clay sphere filled with bitter yellow powders that reacts to contact with open air.* ___ On a hit, the sphere cracks, creating a cloud of acrid smoke in a 20-foot radius. All animals that come in contact with the cloud or are within the area must make a Constitution save or become *frightened* until the end of their next turn. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. ##### SMOKE BOMB (Area) *A small clay sphere filled with charcoal-like powders that reacts to contact with open air.* ___ On impact, the sphere is cracks, creating a cloud of acrid smoke in a 20-foot radius and causing the area to become heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. ##### SPIDERBITE (Area) *A vial of roiling green mist.* ___ On impact, the vial detonates in a 10-foot radius. Any creature in that area takes 1d10 poison damage and must succeed on a Constitution saving throw or gain the poisoned condition until the end of their next turn. ___ This admixture’s damage increases by 1d10 when you reach certain levels in this class: 5th level (2d10), 9th level (3d10, 15-foot radius), 15th level (4d10), and 20th level (5d10, 20-foot radius). ##### STINK BOMB (Area) *A vial of putrid, green liquid.* ___ The vial shatters on impact and releases a horrid, stinking miasma that quickly disperses. Any creature within 5 feet of the point of impact must succeed on a Constitution saving throw or be poisoned for 1d4 rounds. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. ##### SUN SHARD (Area) *A small hammered copper urn filled with yellow crystals.* ___ Upon impact, the crystal shatters, releasing a great flash of bright light. All creatures in a 20-foot radius must succeed on a Constitution saving throw or be blinded until the end of their next turn. The light remains for 1 hour, shedding dim light in a 10-foot radius, centered on the crystal after the initial explosion. ##### TANGLEFOOT BAG (Area) *A bag filled with sticky black tar.* ___ Upon impact, the bag bursts and covers the ground in a 10-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that enters or starts its turn on the ground in that area has its speed halved for that turn. ##### THUNDERSTONE (Area) *An egg-shaped crystalline shard.* ___ On impact, the shard shatters with a blast of concussive energy. Each creature within a 10-foot radius of the point of impact must succeed on a Strength saving throw or be knocked prone and pushed 10 feet in a straight line away from the impact point. ___ If a creature strikes an object while being pushed, it suffers 1d6 damage. ___ If a creature strikes a standing creature while being pushed, the standing creature must make a DC 10 Dexterity check or be knocked prone. \pagebreakNum ##### VOID SOLUTION (Area) *This small globe of black glass is filled with liquid mercury.* ___ On impact, the globe breaks and pulls all the air out of 20-foot radius area. All creatures in the area that require air to breath begin to suffocate (see PHB, p 183). ___ In addition, any fires in the radius are smothered and airborne mists or gasses have their radius reduced by 1/3 as they’re pulled towards the globe. ##### WITHERDUST (Area) *A packet of black and grey dust.* ___ On a hit, the packet breaks and showers the target in necrotic toxins, dealing 1d6 necrotic damage. In addition, the target can’t regain hit points through any means until the start of their next turn. ___ This admixture’s damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 9th level (3d6), 15th level (4d6), and 20th level (5d6). ___ Alternately, you can apply this admixture directly to foliage, causing a 20 x 20 area to instantly wither into a grey carpet of powder. Larger plant life suffers double the normal damage from contact. ##### YELLOW CONTAGION (Direct) *A globe of sickly yellow fluid.* ___ On impact, the globe shatters and showers the target in putrescence. The effects of the fluid duplicate the effects of the contagion spell with the exception that the disease is determined randomly by rolling a 1d6. ## New Additions (need to organize) ##### ALLURING PERFUME (Direct) *A round crystal bottle filled with a sparkling pink fluid* ___ Upon striking a target, the target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. ___ When the effect ends, the creature knows it was charmed by you. ##### BRAINWORM INTOXICANT (Direct) *A globe filled with sickly yellow fluid, an strange worm preserved in the liquid* ___ On impact, a targeted creature takes 1d6 psychic damage and must succeed on an Intelligence save or suffer a random short term madness for the next hour. On a success, the target only takes half damage and has disadvantage on Intelligence savings throws and checks until the end of their next turn. ___ This admixture’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 9th level (4d6), 11th level (5d6), 15th level (6d6), 17th level (7d6) and 20th level (8d6). \pagebreakNum ### ALCHEMICAL INFUSIONS ##### ATMOSPHERIC This additive removes the weight of the armor, causing it to weigh nearly nothing. If the treated armor conferred disadvantage to stealth checks or some other negative, this condition is removed while under this effect. ___ Alternately, this additive can be applied to an object that weighs no more than 500 pounds, causing it to become essentially weightless. An object treated in this manner levitates a few inches off the ground and can easily be moved or pulled. ##### DISCORDANCE You pour the additive on a nonmagical weapon. For the duration, the weapon receives a +2 bonus to damage rolls. ___ This infusion’s bonus increases when you reach certain levels in this class: 13th level (+3), 16th level (+4), and 18th level (+5). ##### EFFULGENT Applying this additive to a nonmagical weapon, the weapon gains an effect similar to the spell *continual flame*. ##### ELEMENTAL You pour the additive on a nonmagical weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon deals an extra 1d4 damage of the chosen type when it hits. ___ This extra damage increases when you reach certain levels in this class: 13th level (2d4), 16th level (3d4), and 18th level (4d4). ##### IMPEDANCE At the time of manufacturing, you select one of the following damage types: acid, cold, fire, lightning. You pour the additive on a piece of clothing or a suit of armor. For the duration, the wearer has resistance against that type of damage. ##### MESMERIC You pour the additive on a shield. For the duration, the bearer becomes blurred, shifting and wavering to all who can see. For the duration, any creature has disadvantage on attack rolls against the user. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight. ##### PROTECTIVE You pour the additive on a piece of clothing or a suit of armor. For the duration, the wearer has resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. ##### REFLECTIVE You pour the additive on a shield, giving it a mirror like finish. For the duration, the bearer has advantage on all saves versus attacks that rely on vision (such as a medusa’s gaze attack) and rays.
##### REPELLANCE You pour the additive on a suit of metallic armor. For the duration, the armor receives a +1 bonus to AC. ___ This infusion’s bonus increases when you reach certain levels in this class: 13th level (+2), 16th level (+3), and 18th level (+4). ##### RESONANCE You pour the additive on a nonmagical weapon. For the duration, the weapon receives a +1 bonus to attack rolls. ___ This infusion’s bonus increases when you reach certain levels in this class: 13th level (+2), 16th level (+3), and 18th level (+4). ##### RESPLENDENCE Using this additive, you may make a metallic suit of armor appear to be of a superior quality, fit for any lord. While wearing this armor, the user has advantage on charisma based checks. \pagebreakNum # Imperial Engineers *The Imperial Engineers are an alchemist’s guild that supports the Imperial Legions in times of war, primarily as an infiltration and sabotage unit. Publicly, Imperial Engineers use their skills to clear farmland, destroy old buildings to make room for new ones, and support mining operations. Secretly, Imperial Engineers provide numerous military applications and its members often work as saboteurs deep behind enemy lines. Many adventurers also belong to its ranks.* ### CONCEALMENT At 3rd level, you add the Chameleon Skin and Reflective Crystals admixtures to the list of admixtures that you know. ##### CHAMELEON SKIN (Applied) *A simple bottle filled with a light brown fluid.* ___ When consumed, this admixture allows you to shift the colors of your skin to blend in with the surrounding terrain, giving you advantage on stealth checks to avoid being seen. The effects of this admixture last for 1 hour and, while under the effect of the tonic, your skin appears almost translucent. ##### REFLECTIVE CRYSTALS (Applied) *A matte black vial stoppered with thick black wax.* ___ When applied to a creature, the target (and anything the creature is wearing or carrying as long as it is on the creature’s person) turns invisible for 1 minute or until that creature attacks or casts a spell. ### ALCHEMIST’S EVASION At 6th level, your experience with avoiding your own admixtures has granted you the ability to nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. ___ You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. ___ To gain this benefit, you can’t be blinded, deafened, or incapacitated. ### ALCHEMICAL CAPS At 10th level, you learn to modify and stabilize your admixtures and can rig them to arrows and crossbow bolts. When you craft your admixtures, you can instead craft a blast cap bolt or blast cap arrow and attach it to ammunition. On a successful ranged attack, the projectile deals the effect of the admixture in addition to the ammunition damage. ___ Admixtures created as blast caps are treated as mundane ammunition in regards to proficiency.
### ULTRAVISION Beginning at 14th level, you can touch your philosopher’s stone to your eyes and spend 2 charges, shifting the spectrums at which you perceive light. You are able to see in the dark to a range of 60 feet, including the ability to differentiate colors. This effect lasts for 1 hour. ___ While under this effect, your pupils dilute to such an extent that your eyes appear completely black. ### DEADLY AMPULE At 18th level, yyou can inject a form of quasi-sentience into Alchemical Fire, Alchemical Acid, or Alchemical Frost by applying one additional compound at the time of manufacture. ___ The ampule, once dropped, occupies a 5-foot area. As a bonus action, you can mentally direct the ampule to move up to 30 feet in a round. If the ampule moves into the space of a creature or object, it releases its normal effect. \pagebreakNum # Black Powder Traders *Originally a merchant company that gained the secrets of black powder from the Dwvarv, the Black Powder Traders work incessantly to perfect their recipes and uses for black powder – hoping to usher in a new age of firearms.* ### BLACK POWDER BOMBS When you choose this guild at 3rd level, you add black powder bombs to your known admixtures. ##### BLACK POWDER BOMB (Area) *A crude iron canister with a fuse protruding from one end.* ___ When lit as part of an attack action, a black powder bomb detonates in a 10-foot radius upon impact and any creature in that area takes 2d6 piercing damage from shrapnel. ___ A black powder bomb’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (3d6), 6th level (4d6), 9th level (5d6), 12th level (6d6), 15th level (7d6), 18th level (8d6) and 20th level (10d6). ##### PROXIMITY MINES (Applied) *A black powder bomb filled with a vibration sensitive vestibule.* ___ As an action, you can place the mine in a spot of your choosing. Once set, the bomb will detonate when any creature comes within 5 feet. Mines become inert after 24 hours and can be disarmed by a successful disarm traps check with a DC equal to your save DC. ##### CLOCK BOMBS (Applied) *A black powder bomb with a timing device added. * ___ As an action, you can activate the timer of a clock bomb in your possession, choosing a number of rounds between 1 and 10. Once programmed, the bomb will detonate at the end of your turn after the chosen number of rounds has elapsed. A ticker on a bomb can be disarmed by a successful disarm traps check with a DC equal to your save DC. ##### BLACK POWDER BOMB (Area) A crude iron canister with a fuse protruding from one end. When lit as part of an attack action, a black powder bomb detonates in a 10-foot radius upon impact and any creature in that area takes 2d6 piercing damage from shrapnel. ___ A black powder bomb’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (3d6), 6th level (4d6), 9th level (5d6), 12th level (6d6), 15th level (7d6), 18th level (8d6) and 20th level (10d6). ### BLAST COAT At 6th level, you learn how to create a blast coat, typically a thick leather apron specially treated to protect you from your own explosions. You automatically succeed any saving throws and have resistance to damage from your own bombs. ### BLACK POWDER MASTERY At 10th level, your mastery of black powder is nearly complete. You gain proficiency with all firearms and have become so skilled with your bomb attacks that you gain some control over where a missed attack will land. ___ If you miss on an attack with a bomb, roll to determine the direction and distance of the miss as normal. You can choose to reroll one of these results. If you do so, you must use the result of the second roll. ### IMPROVED POWDER Starting a 14th level, you can touch your philosopher’s stone to any undetonated black powder bomb and spend 2 charges, imparting some of the energy from your stone to the bomb. The blast radius of the improved bomb ignores cover other than full and the damage die increases to a d8. ### CLUSTER BOMB At 18th level, you are able to join 3 bombs together as a bonus action which can be used to make a single attack, increasing the blast radius to 20-feet and doubling the damage. \pagebreakNum # Embalmer’s Guild *Determined to stave of decay and, ultimately death, the alchemist who pursues this field of study learns the secrets of preservation, vitality, and death.* ### ALTERED MUSCULATURE At 3rd level, you use your studies of physical anatomy to create an admixture that improves how your muscles move and work to increase your efficiency in movement. You add the swift step and mutagenic draughts to your known admixtures. ##### SWIFT STEP DRAUGHT (Applied) *A bubbling pale yellow liquid. * ___ As an action, a creature can drink it. Doing so increases a creature’s base speed by 30 feet for 1 minute and allows one additional reaction per round. Once a creature gains the benefit from this admixture, the creature can’t do so again until it finishes a long rest. ##### MUTAGENIC DRAUGHT (Applied) *A vial filled with a hot, red liquid. * ___ As an action, a creature can drink it. Doing so grants the creature advantage on Strength ability checks and Strength saving throws for 1 minute. Once a creature gains the benefit from this admixture, the creature can’t do so again until it finishes a long rest. ### PRESERVATION STUDIES Starting at 6th level, your body is buffered against harm by your prolonged exposure to embalming chemicals. At the end of each long rest, you gain a number of temporary hit points equal to ½ your alchemist level plus your Intelligence modifier. ### FORTIFIED BODY At 10th level, due to your consumption of experimental admixtures and embalming fluids, your internal organs seem to shift and arrange themselves such that you do not suffer extra damage from critical hits and such features as Sneak Attack. ### WALKING DEAD At 14th level, you may spend 4 charges from your philosopher’s stone and touch a corpse that has been dead for no longer than 24 hours, causing it to reanimate as if it was the target of an *animate dead* spell. ___ This corpse remains animated for 24 hours at which point it falls to the ground and is no longer subject to being animated.
### MUMMIFICATION At 18th level, you have mastered the preservation of flesh and applied this knowledge to your own body, turning yourself into an undead-like creature. After learning this discovery, you must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, you fall unconscious for 24 hours, only to awaken as a “living mummy.” Your type does not change, but you gain the following benefits: - Resistance to non-magical bludgeoning, piercing, and slashing damage - Immunity to poison damage - Immunity to magical sleep effects - You no longer need to eat, sleep or drink. \pagebreakNum # Apothecary’s Guild *The Apothecary’s Guild dedicates itself to perfecting the art of healing and treating the many maladies of the human conditions. The Order is well renowned for their medicines and treatments. Despite their reputation, very little is actually known about the inner workings of the Order. Rumors persist of a shadowy group within the order who hunt down any wayward members that threaten the Order’s secrets.* ### MEDICAL TRAINING At 3rd level, you have a working knowledge of medicine may substitute your Intelligence modifier for your Wisdom modifier in regards to any use of the Wisdom (Medicine) skill. In addition, you add the healing elixir and anasthetic to your known admixtures. ##### HEALING ELIXIR (Direct) *A simple stoppered flask with a clear, golden liquid that seems to have a source of inner light.* ___ Any creature that drinks this fluid regain 1d8 hit points. Once a creature regains hit points from this admixture, the creature can’t do so again until it finishes a long rest. ___ This admixture’s effect increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 6th level (3d8), 9th level (4d8), 12th level (5d8), 15th level (6d8), 18th level (7d8) and 20th level (8d8). ##### ANESTHETIC (Direct) *A small glass vial that is seemingly empty.* ___ Any creature that inhales the contents gains resistance to bludgeoning, piercing, and slashing damage for one minute. Once a creature benefits from this admixture, the creature can’t do so again until it finishes a long rest. ### DEVELOPED RESISTANCE Starting at 6th level, you have spent many hours working around death and disease, either through study or in the role of curing and preventing. You have advantage on saving throw against disease and poison and resistance to poison damage. ### DELAYED ONSET Beginning at 10th level, your body can store the beneficial effects of your admixtures or magical potions for later use. When you drink an admixture or potion, you may choose to store its effects for later use and then activate it later as a reaction. ___ You may only internalize a single admixture or potion in this manner at any one time.
### PURGATIVE At 14th level, you have learned to use your philosopher’s stone as a simple curative. You can use perform one of the following on a creature that you can touch: - By touching your stone to a creature and spending 1 charge, you can snatch a creature back from the clutches of death. A creature that is dying immediately stabilizes, though it does not recover any hit points. - You may touch your stone to a creature and spend 2 charges which removes either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. ### PANACEA At 18th level, during a long rest, using materials worth at least 500 gp (which are consumed upon use), you can distill the essence of life and vitality, and create a curative known as a panacea. When consumed, a creature gains the following benefits: - Any reduction to the creature's ability scores is ended. - The creature's hit points are restored to maximum, and any reduction of their hit point maximum is ended. - The creature is no longer cursed, blinded, deafened, paralyzed, poisoned, or petrified. - The creature loses all levels of exhaustion. - All the creature's diseases are cured. ___ You can create a single panacea during a long rest which must be consumed within 24 hours, after which it becomes inert. \pagebreakNum # Energist's Guild ### ENERGIZED SCULPTOR At 3rd level, you gain proficiency with a set of artisan tools that you use to sculpt and craft lifelike statues in wood, clay, or stone. ___ In addition, you can spend 1 hour carving or reshaping your homunculus to appear as any other small sized animal and can reanimate a destroyed homunculus in only 1 minute and 50 gold pieces of raw material. ___ Finally, you add the Enervation Spike and Encasement Sphere to your known admixtures. ##### ENERVATION SPIKE (Special) *A small spike of iron or copper.* ___ You can use a bonus action to drive this spike into your Homunculus or created golems. When you do so, the target adds 10 feet to its base movement and melee attacks deal an additional 1d4 lightning damage for 1 hour. After one hour, the spike turns to powder and dissipates. ___ This spike’s damage increases by an additional 1d4 when you reach certain levels in this class: 9th level (2d4), 15th level (3d4), and 20th level (4d4). ##### ENCASEMENT SPHERE (Special) *A polished round steel sphere, about 1” in diameter.* ___ You can use a bonus action to place this sphere in the mouth of your Homunculus or a created golem. When you do so, the targets base movement speed is halved but it gains 1d4 temporary hit points per round for 1 minute, at which point the sphere crumbles to dust. ___ The sphere’s per round restorative properties increase when you reach certain levels in this class: 9th level (2d4), 15th level (3d4), and 20th level (4d4). ### GROUNDED EXPERIMENTER Beginning at 6th level, you have been exposed to lightning through many experiments. You gain resistance to lightning damage. ### GOLEM CREATION At 10th level, you have discovered the process to energize inanimate objects and can create the most basic of all golems, the wood golem (see below), sometimes known as a wood boy. The process for creating a wood golem takes 1 week, working at least 8 hours a day, and costs 1,500 gp worth of raw material. As your skills improve, you gain access to more powerful golems. ___ Starting at 13th level, your mastery of golem creation has advanced to the point where you can sculpt and animate a clay golem (MM, p 168). Creation of the golem is done over the course of 2 weeks, working 8 hours per day, and a cost of 6,500 gp worth of raw materials. ___ At 17th level, you have reached the pinnacle of knowledge in the creation of golems using alchemy. You can carve and animate a stone golem (MM, p 170). Creation of the golem is done over the course of 1 month, working at least 8 hours per day, and a cost of 8,000 gp worth of raw materials. ___ You can only have one active golem at a time which requires an attunement slot to activate and control. Removing your attunement from a golem deactivates it until it is once again attuned to you. If you opt to create a new golem while you have an existing one, you can either dismantle the current golem (which recovers 500 gp of raw materials) or release attunement of the golem, at which point it ceases to function (75%) or becomes autonomous and not under your control (25%). ___ If your golem is ever destroyed, with 8 hours of work and the expenditure of 1/10th the cost of the initial raw materials, you can repair your golem’s body and restore its energies. You can only return a golem to service in this manner if you possess at least a portion of its body. ___ Your golem functions as per the creature of the same name (as per the MM), with several differences: - Your golem obeys your verbal commands as best it can, it rolls for initiative like any other creature, but you determine its actions - Your golem must be able to hear you - Your golem does not act independently; you must use a bonus action to specifically direct your golem’s actions, which can include movement, the attack action, dodge action, disengage action, grapple, shove, a single object interaction, or any special actions allowed by the golem’s description - You can issue a broad or generic command to a golem which it will attempt to carry out exclusive of all other activity until such time as you issue it another command (e.g. kill all goblins). ___ Hit Points lost by the Golem cannot be regained as normal during short or long rests, or by magical healing. Instead, you can use your alchemist’s supplies to repair the golem. To do so, you must spend 2 hours during a short or long rest working on your golem. Time spent in this way does not count as 'strenuous activity' and so does not prevent you from gaining the benefits such a rest but does conflict with time needed for making admixtures. During a short rest, a golem being repaired regains 1d8 hit points. This increases by an additional 1d8 at 13th, and again at 17th levels. The mending spell can be used on a golem to restores 3 hit points, but cannot be used to restore more than 9 hit points per 24 hour period. ___ Alternately, you can touch a golem with your philosopher’s stone, and heal 10d8 points of damage. Using your philosopher’s stone in this way does not expend any charges but renders the stone inert for a period of 24 hours. ___ When the golem is reduced to 0 hit points, it falls to the ground, inanimate. \pagebreakNum ### IMPRINTED VITALITY Beginning at 14th level, you are able to place a small piece of your life force into the golems you create. During a rest, you may use your own hit dice in addition to your alchemist’s supplies to heal any golem you have created. ___ In addition, golems that you create share a link with your subconscious mind allowing you to communicate telepathically with them as long as they're on the same plane of existence. ___ By spending 1 minute concentrating on an attuned golem, you gain the ability to project your voice through the golem and see utilize the golem’s senses. ### MORTAL HOUSING At 18th level, you may transfer your consciousness into a golem that is attuned to you over the span of a long rest by placing your philosopher’s stone in the golem’s mouth. During this time your body is in a deep state of unconsciousness, gaining the paralyzed condition. > **Note:** Some alchemists craft special receptacles in their crafted golems for the specific purpose of housing their philosopher’s stones; a cavity in the heart or head are most common. You may end this effect whenever you wish by performing a 1 hour ritual, at which point your consciousness returns to your body and you gain 1 level of exhaustion. If the golem your mind inhabits is reduced to 0 hit points, you automatically return to your body and suffer 6d6 points of psychic damage in addition to the level of exhaustion. ___ While your consciousness is housed within the golem, you replace its Intelligence, Wisdom, and Charisma with your own, maintaining the golem’s physical attributes. You have access to all your skills and class features. You count as a construct, gaining all golem’s resistances and immunities. In addition you do not require air, food, drink or rest. ___ While in the golem, you cannot use your hit dice to heal yourself while resting, though you are able to refresh any class features tied to resting. \pagebreakNum ___ ___ > ## Wood Golem >*Small construct, neutral* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 60 (8d6+32) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|18 (+4)|6 (-2)|10 (0)|5 (-3)| >___ > - **Damage Immunities** cold (see below), poison; resistance to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Damage Vulnerabilities** fire > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 3 (700 XP) > ___ > ### Traits > ***Berserk.*** Whenever the golem starts its turn with 30 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all of its hit points. The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 14 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hit points or fewer, the golem might go berserk again. > > ***Cold Absorption.*** Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. > > ***Fire Vulnerability.*** The golem is vulnerable to fire damage, and if the golem takes fire damage it has disadvantage on attack rolls and ability checks until the end of its next turn. > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The golem’s weapon attacks are magical. > > ### Actions > ***Multiattack.*** The golem makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 2) bludgeoning damage. > > ***Splintering.*** The golem fires a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing damage ((DC 13 Dexterity save for half damage). ___ \pagebreakNum ## CHANGELOG