Alchemist

by Dr. Blight

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Alchemist

Alchemists are, above all else, scientists of a sort. One does not become an alchemist without study and experimentation. New discovery comes only by pushing the boundaries of the unknown with the tools at one's disposal, and while an alchemist may not have the benefit of arcane talent, their practical knowledge of chemistry and transmutation allows them to replicate some of the most powerful arcane phenomena using only mundane ingredients and a spark of scientific genius. What's more, they can share these concoctions with the world!

Creating an Alchemist

When creating an alchemist, one of the best places to start is by considering where they learned their trade. Did they have the good fortune to learn at a prestigious university, or did they make their first discoveries out of necessity, hawking their goods on the side of the street? Consider what their motivation is to continue their study. Do they hope to uncover some secret formula, such as the potion of eternal youth, or do they simply want to live a life of wealth by selling their creations to the public?

One factor that may be important to consider is how they view spellcasters. Do they lust after the unbound magical talent that they never showed themselves, or do they find mages to be elitist snobs who need to be shown that they aren't the only ones who can create a fiery explosion? What of more religious classes? Do they respect the divine power wielded by paladins and clerics, or do they consider it to be nothing more than wishful thinking and some light studying?

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 and Medium armor
  • Weapons: Simple weapons
  • Tools: Alchemist’s supplies, Herbalism kit, and Poisoner’s kit

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, Medicine, Nature, Perception, Survival, and Slight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any simple weapon
  • (a) Leather armor and two daggers or (b) Scalemail, a light crossbow and 20 bolts
  • (a) A scholar's pack or (b) An explorer's pack
  • An alchemy bag and a formula book
The Alchemist
Level Proficiency Bonus Features Alchemist Die Formula
1st +2 Alchemy 1d8 -
2nd +2 Advanced Formula 1d8 2
3rd +2 Alchemical Specialty 1d8 2
4th +2 Ability Score Improvement 1d8 3
5th +3 - 2d8 3
6th +3 Potency 2d4 4
7th +3 - 2d8 4
8th +3 Ability Score Improvement 2d8 5
9th +4 Reformulation 2d8 5
10th +4 - 2d8 6
11th +4 - 3d8 6
12th +4 Ability Score Improvement 3d8 7
13th +5 Just a Dash 3d4 7
14th +5 - 3d8 8
15th +5 - 3d8 8
16th +5 Ability Score Improvement 3d8 9
17th +6 - 4d8 9
18th +6 Perfected Basics 4d4 10
19th +6 Ability Score Improvement 4d8 10
20th +6 Magnum Opus 4d8 11

Alchemy

So long as you have your alchemist bag and at least one free hand you can quickly create the most basic of alchemical concoctions. The reagents used to make these basic concoctions are negligible and, like the components used in spell crafting, don't need to be tracked directly.

For the purposes of creating alchemical concoctions your alchemy die is 1d8 and if a save is required use:

Alchemy Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Your alchemy die increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

You can do any of the following:

Bomb

As an action, you mix liquid catalyst and an activating agent to create a small bomb and then throw it before it explodes.

Bombs you create count as finesse, thrown weapons that you are proficient in with a range of (20/60) and do your alchemy die plus your Intelligence modifier in fire damage to the target hit. Any creature in a 5-foot radius of the target excluding the target itself must make a Dexterity saving throw or take your alchemy die in fire damage.

You may choose to throw the bomb into an empty spot within range without an attack roll.

Poison

You know how to create the following types of poison:

Injury: As an action, you can apply this poison to traps, a weapon, 3 pieces of ammunition, or anything else that causes slashing or piercing damage. When a creature takes damage from an object with this poison, they must make a Constitution save or take your alchemy die in poison damage. On a success, they only take half that damage. This poison lasts for 1 hour before it loses its potency, after which it only does half of your alchemy die in poison damage.

Contact: This poison can be smeared on an object or a 1 ft X 1 ft area and lasts till it's washed off or touched by flesh. Anything creature that touches it must make a Constitution saving throw against your Alchemy Save DC or be poisoned for 1d4 rounds and take poison damage equal to your alchemy die. If they succeed, they are not poisoned and take half damage.

Ingested: When a creature ingests this poison they must succeed on a Constitution saving throw against your Alchemy Save DC. On a failure, they take your alchemy die in poison damage and are poisoned for 1d4 rounds, on a success they take half that damage and are not poisoned.

Inhaled: This poison is a powder or gas that takes effect when inhaled. When used, the powder or gas fills a 5 ft area cube and the poison dissipates after one round. When inhaled, the target takes your alchemy die in poison damage if they fail on the Constitution saving throw and half that damage on a success.

Medicine

As an action, you quickly mix a pain-killing medicine from the supplies in your bag, put it into a syringe, and either take it yourself or inject a willing creature within reach.

A creature that is injected with this medicine gains your alchemist die in temporary hit points for 1 minute.

Identify

Also at 1st level, you can identify any potion or other alchemical creation by spending 1 minute examining it. This grants you its effects and proper use but not its history or the formula to create it.

Advanced Formula

At 2nd level, you have begun filling your formula book with your ideas on how to improve your alchemical creations. Choose two formula from the Advanced Formula list at the end of this class description and add them to your formula book.

You gain an additional formula at every other Alchemist level. You can also take time experimenting and learning how to make other formulas to add to your book.

For any concoction you want to add to your formula book, you can spend 8 hours to try to figure out the formula. During this period you make an Intelligence check and add your Intelligence modifier. The base DC of this is 10, and you add 2 to the DC for every reagent point. You must succeed this check 2 separate times for each reagent point before you learn the formula, and the DC lowers by 2 for each success.

Unless otherwise stated in the formulas description you must prepare the chemicals in the formula before use. This takes 1 uninterrupted minute with your alchemy bag and formula book.

Most formulas require rarer or more expensive reagents, as such, they will cost a number of reagent points to prepare. You have a number of reagent points equal to your alchemist level + your Intelligence modifier (minimum 1). You regain all expended reagent points after a long rest.

Alchemical Specialty

At 3rd level, you have begun to focus your alchemy studies into a more specific field of your choice: Grenadier, Doctor, or Poisoner, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 14th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Potency

At 6th level, once per short rest or long rest, you can impose disadvantage on a creature's save attempt against one of your concoctions. This scales to 2 times per short or long rest at 10th level, and 3 times at 15th level.

Reformulation

At 9th level, you know the way your concoctions react and interact so well that you can change their properties on the fly. As an action on your turn, you can change one of your prepared advanced formulas to a different formula or combination of formulas of your choice with a regent cost equal or less than the originally prepared concoction.

You can use this feature a number of times equal to your Intelligence modifier and regain expended uses at the end of a long rest.

Just a Dash

At 13th level, you can add a dash of a powerful ingredient to your concoctions. As an action, you can roll half of your alchemy die and add the result to your next concoction. You can only do this to one concoction at a time, and you can do it a number of times equal to your proficiency modifier per long rest.

Perfected Basics

At 18th level, you've grown so adept at creating on-the-spot concoctions that you can produce and use two in the time it used to take you to create one. As an action, you can create and/ or use two of any of the basic concoctions (Poison, Bomb, or Medicine).

Magnum Opus

At 20th level, you can select one of the Great Works at the end of the advanced formula list and add it to your formula book.

Alchemical Expertise

As a scientist, of a kind, you must choose an element of your field to study in more detail. Until now you have been learning the basics, picking up what you could from books or tutors but now, at 3rd level, you begin to define your own personal style.

Grenadier Expertise

Your interest lies in the more volatile and dangerous elements of your study. You have a talent with bombs of all variety. Loud, powerful, dangerous, shock, and awe, are just a few of the words that describe your style of alchemy.

Explosive Savant

When you take this expertise at the 3rd level your alchemy die becomes a d10 for the purposes of using your bombs.

Additionally, you have advantage on saving throws to avoid damage from your own bombs and are granted a Bomb Lobber (Detailed at the end of the class description).

Bomb Toss

At 7th level, you have far more practice placing bombs exactly where you want them. The range for thrown bombs doubles to 40/80. You can also choose one creature within the radius of the bomb to grant advantage on the save to avoid damage as you position the bomb to protect them.

Extra Bomb

At 11th level, you can attack twice instead of once, whenever you take the attack action on your turn so long as one or both of the attacks is with a bomb.

Frugal Explosives

At 14th level, you can reduce the total reagent point cost of any bomb based concoction by 2 to a minimum of 1.

Mad Bomber

At 17th level, you trust your ability to walk away from your own explosions and by guiding by hand the explosive to its target you can ensure it finds its target. As an action on your turn, you can set off one of your bombs at point-blank range towards a creature within 5 feet. The radius of the bomb is ignored and it only effects you and the targeted creature. You may add your Intelligence modifier on top of your Dexterity on this save. The target makes the save at disadvantage. Any damage from this attack to the target is maximized. For example, if it would do 4d6+5 it instead does 29 damage to the target.

Medical Expertise

You prefer the more beneficial and noble side of your field. Alchemy can be used to help people prevent pain and save lives. Whether you're a straight-laced professional or a grizzled battlefield medic is secondary to your dedication to helping others.

Medical Savant

When you take this expertise at 3rd level the medicine you create heals the target and gives any extra points as temporary hit points.

You also add your Intelligence modifier to the die roll when administering medicine. You may also choose to either gain the Syringer or the Sprayer (Detailed at the end of the class description).

Defender of the Needy

At 7th level, You are experienced at administrating aid in the midst of combat. You can use your medicine as a bonus action either on yourself or on anyone within range.

Practiced Healing

At 11th level, whenever you roll dice to determine how many hit points or temporary hit points will be regained from your medicine, if the number on any die rolled is a 1 or a 2 you may choose to reroll them and you must take the new roll.

Frugal Medicine

At 14th level, you can reduce the total reagent point cost of any medicine based concoction by 2 to a minimum of 1.

Chemical Resuscitation

At 17th level, you can prepare a life-restoring medicine under the normal rules for preparing advanced formula. This costs 5 reagent points, and this price cannot be reduced. When used as an action this works as the revivify spell. You cannot have more than one of these concoctions prepared at a time.

Poisoner Expertise

Many alchemical solutions are harmful to the mortal body. You have an interest in these harmful qualities, refining and perfecting them to make the most deadly poisons possible. Death and sickness is your domain, and only the hardiest beings can survive your ministrations.

Poison Savant

When you take this expertise at 3rd level, you gain advantage against being poisoned.

Additionally, you have resistance to poison damage and you get to pick whether you gain the Syringer or the Sprayer (Detailed at the end of the class description)

Applied Toxin

At 7th level, applying your poison to weapons or ammunition can now be done as a bonus action and applies to 6 pieces of ammunition or 2 weapons.

Additionally, slipping this into food or drink gives the consumer disadvantage on the save.

Lasting Potency

At 11th level, the effects of your poisons last for twice as long.

Your basic poison now, if the target fails their initial saving throw, requires a second saving throw at the end of the targets following turn. On a failure, they take your alchemy die in poison damage again.

Frugal Poison

At 14th level, you can reduce the total reagent point cost of any poison based concoction by 2 to a minimum of 1.

Necrosis

At 17th level, your familiarity with causing harm has acquainted you with the negative energy that is released by death and undead. When applying a poison you may choose to have it do necrotic damage rather than poison. If you do, any humanoid that dies by this poison raises as a zombie on their next turn under your control for 1 hour.

Alchemist Specialty Weapons

  • Bomb Lobber: A large mechanical device of your own making, this weapon is spring loaded and ready to send bombs hurtling towards your enemies. It deals 1d4 bludgeoning damage if it hits a target head on, and has a range of 40/90. You can fire once per action.
  • Syringer: A compact hand crossbow-esque weapon, the Syringer is made specifically to fire syringes and vials into the vulnerable flesh of your enemies. Syringes fired out of this weapon deal 1d4 piercing damage, and this weapon has a range of 40/90. You can fire once per action.
  • Sprayer: About the size of a heavy crossbow, this weapon is for when you absolutely, positively, gotta hit every motherfucker in the room. This weapon has two settings; Mist, and Liquid. The Mist setting fills a 15 ft cone while the Liquid setting fires a stream to a range of 30 ft. You can fire once per action.

Advanced Formula

If an advanced formula has prerequisites, you must meet them to learn it. You can learn the formula at the same time that you meet its prerequisites.

Each formula applies to a bomb, poison, or medicine which will be listed with it. If its listed as "unique" it takes a form described in the formula description instead.

Stable Explosive

Bomb

For 1 reagent point, your bomb is stable enough to be used by a non-alchemist. Instead of being prepared as part of your attack this bomb is ready for use immediately after it's prepared, and can be used by anyone as an attack action.

Fire Bomb

Bomb

For 2 reagent points, your bomb covers the ground within its radius in flaming oil. The flames last your Intelligence modifier in rounds and deal 1d6 fire damage to any creature that ends their turn in the flames.

Stun Bomb

Bomb

For 2 reagent points, your bomb produces a loud bang that can be heard 300 feet away. All creatures that were hit by this bomb directly or who failed this bombs saving throw are stunned until the end of their next turn.

You may choose to make this as a non-lethal bomb that deals no damage.

Flash Bomb

Bomb

For 2 reagent point your bomb flares with brilliant light. All creatures that were hit by this bomb directly or who failed this bombs saving throw and can see the explosion are blinded for half of your Intelligence modifier in rounds.

You may choose to make this as a non-lethal bomb that deals no damage.

Web Bomb

Bomb Prerequisite: Level 5

For 3 reagent points your bomb incorporates a stringy adhesive that fills the bomb's radius when it explodes, making the area rough terrain, and each creature that failed the saving throw for this bomb is Restrained. A creature Restrained by this effect can use its actions to make a Strength check against your Alchemy save DC. If it succeeds, it is no longer Restrained.

The webs are flammable. Any restrained creature can be set alight dealing 2d4 fire damage to them but freeing them from the web.

You may choose to make this as a non-lethal bomb that deals no damage.

Grease Bomb

Bomb

For 2 reagent point your bomb coats the area inside its radius with a layer of alchemical lubricant. The area is difficult terrain for your Intelligence modifier in rounds.

Modular Casing

Bomb

For 1 reagent point, you prepare your bomb in such a way that you can quickly switch out their casing. Before throwing decide if the bomb will do fire, bludgeoning, piercing, or slashing damage.

Elemental Casing

Bomb Prerequisite: Modular Casing

For 2 regent point, before throwing decide if the bomb will do Acid, Cold, Lightning, or Thunder damage instead.

Blasting Powder

Bomb Prerequisite: Level 5

For 3 reagent points your bombs blast radius increases by 10 feet.

This formula can be applied more than once.

Smoke Bomb

Bomb

For 2 reagent points, your bomb can release a cloud of obscuring smoke. The smoke fills the radius of the bomb, the area is considered heavily obscured. It lasts for your Intelligence modifier in rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You may choose to make this as a non-lethal bomb that deals no damage.

Alchemist's Fire

Unique

For 2 reagent point, you can create the signature Alchemist's Fire. This green liquid ignites when introduced to air, setting anything it touches on fire. It deals 1d6 fire damage to anyone that ends their turn in it and it stays for 1d4 rounds in a 5-foot radius.

Stone Solution

Unique Prerequisite: Level 10

For 4 reagent points, you can create this special concoction. When injected, ingested, or otherwise taken in by the body, the targeted creature must make a Constitution saving throw or be petrified until the end of its next turn.

Liquid Webbing

Unique

This viscous liquid becomes incredibly adhesive when exposed to air, and requires 2 reagent points to make. It can cover a medium or small creature or a 5 ft by 5 ft area. Creatures covered by this webbing are restrained. A creature Restrained by this effect can use its actions to make a Strength check against your Alchemy save DC. If it succeeds, it is no longer Restrained. If it is applied to an area, that area is considered rough terrain.

The webs are flammable. Any restrained creature can be set alight dealing 2d4 fire damage to them but freeing them from the web.

Demolition Charge

Bomb

For 2 reagent point your bomb sticks to any surface it is placed against, requiring a Strength save to remove. The bomb does double damage to structures.

Long Fuse

Bomb

For 1 reagent point, you delay the explosion of your bomb by a number of rounds of your choice, up to your level. The Bomb will go off at the beginning of your turn that number of turns later.

Note that this means other creatures could pick up or throw back a bomb that hasn't gone off yet.

Stable Poison

Poison

For 2 reagent points, your poison is stable enough to be used by a non-alchemist. Instead of being prepared as part of your action this poison is ready for use immediately after it's prepared, and can be applied to a weapon by anyone as an action.

True Poison

Poison

For 1 reagent point, your poison also applies the poisoned condition on a failed save. This effect lasts your Intelligence modifier rounds, the target can make a new save at the end of each of their turns to end the effect early.

Paralytic

Poison Prerequisite: Level 5

For 3 reagent points, your poison paralyzes your target on a failed save. They can make a new saving throw at the end of each of their turns. Paralysis ends after your Intelligence modifier in rounds or until they succeed the save. For an extra 2 reagent points, you can add 1 extra round of paralysis and deal 1d8 poison damage.

Weakness Poison

Poison

For 2 reagent points, a creature that fails the saving throw for this poison has disadvantage on their next Strength or Constitution saving throw made in the next minute.

Lock Joint

Poison

For 2 reagent points, a creature that fails the saving throw for this poison has disadvantage on their next Dexterity saving throw made in the next minute. For every extra reagent point spent you can increase this time by 1 minute.

Mind Fog

Poison

For 2 reagent points, a creature that fails the saving throw for this poison has disadvantage on its next Intelligence or Wisdom saving throw made in the next minute.

Knight's End

Poison Prerequisite: Level 5

For 3 reagent points, a creature that fails the saving throw for this poison has their AC reduced by 2 for your Intelligence modifier in rounds.

Mage Bane

Poison

For 2 reagent points, your poison is mixed with a simple irritant that is sufficiently distracting to make spellcasting difficult. A creature that fails the saving throw for this poison must make a Constitution saving throw before casting any spell of 1st level or higher. If they fail, the spell fails, losing their action but not their spell slot.

Fear Toxin

Poison

For 2 reagent points, a creature that fails the saving throw for this poison is frightened of you for your Intelligence modifier in turns. The target can repeat the save to end the effect at the end of each of its turns.

Depressant

Poison Prerequisite: Level 8

For 3 reagent points, a creature that fails the saving throw for this poison gains 1 level of exhaustion.

Miasma

Poison Prerequisite: Smoke Bomb

For 2 reagent point in addition to the cost of the smoke bomb and poison, you can combine the two distributing your poison in the cloud of smoke. Any creature that enters the cloud for the first time or who end their turn in the cloud is affected by the poison as normal.

Stable Medicine

Medicine

For 2 reagent points, your medicine is stable enough to be used by a non-alchemist. Instead of being prepared as part of your action this medicine is ready for use immediately after it's prepared, and can be used by anyone as an action.

Healing Medicine

Medicine

For 2 reagent points, your medicine restores an extra d4 hitpoints.

Restorative Solution

Medicine

For 2 reagent points, this medicine cleanses the body of the affected. End one disease or condition from: blinded, deafened, paralyzed, or poisoned.

Improved Restorative Solution

Medicine Prerequisite: Restorative Solution, level 10

For 4 reagent points, this medicine cleanses the body of the affected. End two diseases or conditions from blinded, deafened, paralyzed, poisoned, charmed, or petrified, or reduce the targets exhaustion level by one.

Elemental Resistance

Medicine

For 2 reagent points your medicine grants the affected creature resistance to one damage type of your choice from Acid, Cold, Fire, Lightning, or Poison chosen when you create this medicine. This lasts a number of turns equal to your Intelligence modifier

Multiple resistances from this formula can't be stacked on the same creature. If a new one is applied the old one ends.

Stim

Medicine

For 2 reagent points, a creature affected by this medicine gains a bonus to their next Strength, Dexterity, or Constitution ability check (including attacks) made in the next minute equal to your Intelligence modifier. For every 2 extra reagent points added, you can extend this time by a minute.

A creature can only be affected by this once per short or long rest.

Clear Mind

Medicine

For 2 reagent points, a creature affected by this medicine gains a bonus to their next Intelligence, Wisdom, or Charisma ability check made in the next minute equal to your Intelligence modifier.

Hyper Stimulant

Medicine Prerequisite: 12th level

For 4 reagent points, you turn your medicine into a powerful combat drug. This medicine when applied acts as the spell haste but with a duration of your Intelligence modifier rounds.

Cellular Regenerative

Medicine

For 4 reagent points, your medicine continues to heal after its initial application. At the beginning of each of their turns, the target regains 1d4 hit points for your Intelligence modifier in rounds.

Transmute Materials

Unique

For 1 reagent point, you create a flask of transmuting solution. You can spend 1 minute applying this solution to an object made entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. This transformation is permanent but reversible. You can transmute up to half a cubic foot of material in this way per flask of solution used.

Soften Stone

Unique

For 2 reagent points, you create a solution that makes solid stone as soft as clay or loose soil. By spending 1 minute applying the solution to up to 5 cubic feet of stone, you turn it soft enough to be shaped or dug through by hand for one hour. For each extra reagent point added, you may extend this time by an hour.

Grow Homunculus

Unique

For 2 reagent points, you spend 1 hour using a bit of your own flesh, alchemically treated, to produce a Homunculus (statistics on page 188 in the Monster Manual). This Homunculus obeys all your commands and you control it directly in combat. You count as its master for the purposes of its Telepathic Bond ability.

The Homunculus becomes a lifeless hunk of clay and ash after 24 hours unless you spend 1 minute at the beginning of each day applying 2 reagent points worth of alchemical supplies to it. You can never have more than one Humunculus active at a time.

Simple Toolkit

Unique

You know a series of simple tricks and useful tools that can be made from your alchemy supplies. You may do any one of the below for one reagent point which you immediately regain when the effect ends.

  • Light Vial- As an action you mix a luminous concoction that sheds bright light in a 15-foot radius and dim light for an additional 15 feet. This effect lasts 1 hour or until the vial is broken, which you can do as a bonus action.
  • Fire Starter- As an action you splash a slower burning version of your explosives onto a surface to instantly set it alight. This fire is the equivalent to a lit torch or small campfire. This flame lasts 1 hour or until you put it out chemically as an action. Can be used to light other fires.
  • Bang Brew- As an action you mix a potion that decompresses with a loud bang that can be heard within 300 feet. Great for a signal or alarm. Activates if not carefully handled.
  • Aromatic- As an action you can reproduce any non-harmful, non-magical, scent you remember.
  • Adhesive- As an action you stick two surfaces together, requiring a Strength (Athletics) check vs your Alchemy save DC to separate. Lasts 1 hour or until you separate them chemically as an action.
  • Purify- Over 1 minute you can remove all diseases and poisons from up to 1 gallon of water or 10 pounds of food. You regain your reagent point immediately after you finish treating the food and water.

Caustic Agent

Unique

This vial is filled with a highly corrosive acid that can be made for 2 reagent points. It'll eat through 1 foot of wood or dirt, half a foot of stone, or 1 inch of metal. It does 2d6 acid damage when in contact with a creature. For every reagent point above 2 added to the agent, add 1d6 acid damage and double the base amount of material it can eat through.

For example, if you spend four reagent points total, it'll eat through 3 feet of dirt or wood, 1 and a half feet of stone, and 3 inches of metal, and deal 4d6 acid damage.

Forget-me-Drought

Unique

This drought costs 2 reagent points to make. When ingested by a creature, the creature must make a Wisdom saving throw or lose their memory of the past 2 hours. This time doubles if an extra 2 reagent points are spent in the creation of this.

Nothing happens if the creature ingests a second vial within a day of the first.

Chloroform

Unique Prerequisite: Level 8

For 3 reagent points, you can create Chloroform. When a creature inhales this, they must make a Wisdom saving throw or be knocked unconscious for a number of hours equal to your Intelligence modifier. When used on a creature during combat, they have advantage on this saving throw and are knocked out for a number of minutes equal to twice your Intelligence modifier.

Greek Fire

Unique

For 4 reagent points, you can create Greek Fire. An advanced version of the classic Alchemist's Fire, this green liquid, although similar in appearance, is much more deadly.

When introduced to air, this liquid instantly ignites and fills a 10 ft area when, spreading if there are flammable objects nearby. When someone starts or ends their turn in the fire, they take 1d8 + your Intelligence modifier in fire damage. This fire cannot be extinguished except by chemical means and lasts for twice your Intelligence modifier in minutes if it has no fuel. This fire stays lit underwater or on the water's surface.

Flash Freeze

Unique

This semi-clear liquid can be made for 1 reagent point. When exposed to water, the water quickly freezes in a flash of light. It can freeze 1 cubic foot of water per flask of solution used. You can increase this amount of water by 1 foot for every extra reagent point used.

Cluster Bomb

Bomb

For 3 reagent points, you can create a series of smaller bombs strung together. The damage done increases by 1d6, but the total radius is halved, rounded down, while the radius of effects like Smoke, Stun, and Flash are doubled.

For each extra 2 reagent points used, add another d6 to the damage.

Expanding Foam

Unique

For 1 reagent point, you can create the base for a harmless vial of expanding foam. As an action, you can add the catalyst to have the foam start expanding. It will fill a 1-foot area with a colored, bubbly foam. You regain the reagent point after its use.

For 3 reagent points, you can create a vial of utility expanding foam. This foam can be combined with other formulas to have their desired effect, though you must create those formulas before you add it to this. The foam expands to fill a 15 ft area. Your DM will determine what formulas can be added, and whether or not their effects are changed because of this foam.

Barricade

Unique Prerequisite: Level 5

For 3 reagent points, you can create this additive. When added to another applicable formula, such as Expanding Foam or Web Bomb, the effect is slightly hardened, creating an obstacle. Ask your DM which formulas are compatible.

Shrapnel Casing

Bomb

For 2 reagent points, you can create a bomb casing made out of brittle metal, causing an explosion of shrapnel. This shrapnel adds an extra 1d4 piercing damage. For every extra reagent point added, add another 1d4.

Flavoring

Unique

For 1 reagent point, you can create a small vial of liquid flavoring. It contains one dose, and can be used on a meal or drink to have it taste like a predetermined, non-harmful flavor.

Philosopher's Stone

Great Work Prerequisite: Magnum Opus

You have discovered how to synthesize the medium that interfaces the mortal soul with the physical realm and by extension have learned the much sought after formula to create the mythical Philosopher's Stone. You spend 12 hours in an alchemy workshop, spending all available reagent points, you create a philosophers stone attuned to your soul.

While your soul is attuned to the Philosopher's Stone it is harder for you to die. You never age, and if you die by violence you reform after 1 week without your equipment in an adjacent empty space to the Philosopher's Stone in perfect health. Or, at least we have to assume it's you that reformed from the stone. Only one of these stones can exist at a time, and it can only be used once before it loses its magic ability.

Perfect Simulacrum

Great Work Prerequisite: Magnum Opus, Homunculus

You have perfected the elements of alchemical theory that make up the human form, thereby you have extended the Homunculus formula to create a near perfect copy of yourself.

By spending 8 hours of work in an alchemy workshop and all of your reagent points for that day, and then patiently caring for the resulting life form over the next week while it grows, you create a copy of yourself with all the same ability scores, proficiencies, and class features (minus the Magnum Opus), as well as a 50% chance to have all of your memories.

The simulacrum is born with no equipment initially, and it acts independently. It promises not to try to supplant you. After all, it is you.

True Transmutation

Great Work Prerequisite: Magnum Opus, Transmute Materials

You have discovered that all matter is but different orderings of the same basic materials and you have grown quite good at changing that ordering. Once a day you can spend 10 minutes in a fully stocked Alchemy workshop turning 5 pounds of living matter, stone, or any metal permanently into one of the other options.

As the creator of the much sought after method to turn lead into gold, you become, near instantly, famous worldwide. People will come from all over to see your process. Some will be fans, others a little less so.

Fission

Great Work Prerequisite: Magnum Opus, Bomber Expertise

You have transgressed against the universe, unraveling the underpinning connections between energy and matter transmuting one into the other. In a fit of dark inspiration, you have created the plans for the ultimate bomb, capable of destroying cities in a horrible flash.

By working on these plans for 60 hours stopping only to eat and sleep, the bare minimum to continue working, you create a device as large as a horse. When activated and after a predetermined period of time the device explodes in a flash of heat and light and force with a radius of nearly a mile.

This bomb has no damage or save. Any living thing that is not a god or of equivalent power dies outright and those on the periphery are so permeated with negative necrotic energies that they inevitably sicken and die over the next minutes or hours or days or years. Structures are leveled in a quarter mile of the bomb and turned to ruin beyond that. The land and water for miles around the devastation is rendered poisonous to all but the hardiest of life.

No life of piety or act of good will ever absolve you of this sin and the gods will abandon you forever. I hope its worth it.

Panacea

Great Work Prerequisite: Magnum Opus, Medical Expertise

The mortal body is a machine, every part of which you understand perfectly. By spending 1 hour and spending half your reagent points rounded down you create a vial of universal medicine. When consumed this potion gives the drinker perfect health and perfects their physical form. The drinker's hit points are restored to max, all negative status effects are removed, and all of their ability scores are brought up by 4 for 24 hours. At the end of the 24 hour period, you are left with a deep hollow feeling as you realize how far from your perfect self you are.

 

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