A bespectacled gnome reaches into his pack, pulling forth a small glass vial. When he throws it, a roar of flame engulfs a squad of goblins. When the smoke clears, the gnome calmly records some notes in his research journal before collecting the goblins' money and weapons.
A burn-scarred dwarf sits at a table covered with a variety of apparatus. After what seems like an eternity, a single drop of liquid lands on a lump of tin, transforming it into purest iron.
A dragonborn views the night sky through a telescope, consulting her notes before adding notations to an increasingly-elaborate transmutation circle. The stars hold secrets only she understands.
The study of alchemy is equal parts mysticism and science. Its most fervent followers call themselves researchers, and give weight to the movements of the stars at the same rate as chemical processes.
In a world of magic, it isn't surprising that some branches of science interact with it so heavily. The most prevalent of these is alchemy, the strange mixture of celestial magic and elemental chemistry that allows the creation of wondrous substances, potent bombs and potions, and even the transmutation of base metals.
The alchemist is first and foremost a scholar, but they dabble in other arts as well. Some learn to craft explosive concoctions, others find work in cities as pharmacists or surgeons. The less cautious or more ambitious even learn to alter their very bodies through the alchemical science. Though all alchemists strive to someday create gold from lesser metals, none have yet succeeded in doing so.
Creating an Alchemist
When creating a alchemist, ask the following questions. What goal do they hope to accomplish in their pursuit? What avenues of study have they already pursued, and which have demonstrated themselves useful so far? Do they have any prejudices born of their studies?
It is also worthwhile to know how your alchemist got along before their entry into the world of adventuring. What was their profession? Who taught your character the alchemical sciences?
Work with your DM to determine the place of your alchemist in their world.
You can make an alchemist quickly by following these suggestions. First, your highest ability score should be Intelligence, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Finally, select the apprentice formulae Alchemical Fire, Alchemical Acid, Restorative Tonic, and Glowmuck.
|Level||Proficiency Bonus||Features||Catalysts Known||Formulae Produced|
|1st||+2||Alchemy, Apprentice Formulae, Minor Alchemy||-||2|
|2nd||+2||Catalyst (1 use), Codebreaker||2||3|
|3rd||+2||Alchemical House, Alchemic Weaponry||2||4|
|4th||+2||Ability Score Improvement||2||5|
|5th||+3||Journeyman Formulae, Rapid Alchemy (2)||3||7|
|6th||+3||Catalyst (2 uses)||3||8|
|7th||+3||House Feature, Rapid Alchemy (3)||3||9|
|8th||+3||Ability Score Improvement||3||9|
|10th||+4||Catalyst (3 uses)||3||10|
|11th||+4||Expert Formulae, Rapid Alchemy (4)||4||11|
|12th||+4||Ability Score Improvement||4||11|
|14th||+5||Catalyst (4 uses)||4||12|
|16th||+5||Ability Score Improvement||4||13|
|17th||+6||Master Formulae, Rapid Alchemy (5)||5||14|
|18th||+6||Catalyst (5 uses), House Feature||5||14|
|19th||+6||Ability Score Improvement||5||14|
Your Alchemist gains the following features
- Hit Dice: 1d8
- 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.
- Armor: Light armor
- Weapons: Simple weapons, alchemical bombs
- Tools: Alchemist's Supplies, one other type of Artisan's Tools
- Saving Throws: Intelligence and Constitution
- Skills: Choose three from Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Persuation, Religion, or Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- leather armor
- (a) a crossbow with 20 bolts or (b) any simple weapon
- (a) a dungeoneer's pack or (b) a scholar's pack
- a formula book and Alchemist's supplies
Formula Books and Spell Books
In many ways, a formula book and a spell book serve the same functions. Each stores a list of known techniques, research notes, and theories necessary for the working of some magic. If your character is both an Alchemist and a Wizard, you can store your spells and formulae in the same book.
Gaining new Formulae
As you level up, you automatically add formulae you have researched into your formula book, expanding the knowledge you can draw on. You can also add a new formula to your book if you have a sample (even an inert one) or recipe of that formula. This process takes 2 hours for an Apprentice formula, plus an additional two hours for each tier above that, and 50g in rare reagents per tier as you experiment with the unusual processes that go into producing an alchemical product. When this time is complete, you record the formula in your book and may create it during Formula Production. You can use this process to add formulae even from different alchemical houses to your book, but that does not grant you the ability to produce those formulae (see formulae produced).
Replacing the Book
Replacing an alchemist's formula book is slightly easier than replacing a wizard's spellbook, as they do not need to record their notes in expensive inks. You can copy your formulae into a backup book for free, though decoding and recoding your notes takes 30 minutes per tier of the formula.
The Book's Appearance
Most alchemists prefer leather-bound tomes for durability and transportability, but your formula book is your own. It might be a collection of loose papers encoded by placing them together like a puzzle, or a bound stack of metal plates.
The alchemist can mix a variety of ingredients into useful potions, elixirs, or even bombs. See the end of this class entry for descriptions of the different formulae you can learn.
You begin play with a formula book containing 4 Apprentice formulae of your choice. As you gain experience, you can add additional formulae to your book. Each time you gain a level, select one formula for which you have the required knowledge (Apprentice, Journeyman, Expert, or Master) and which is available to alchemists of your House to add to your Formula book. You can also add formula based on alchemical products you discover in the world or from the formula books of other alchemists.
Each day after you complete a long rest, you may produce a number of Alchemical Products as indicated on your Formulae Produced column in the Alchemist table. Unless otherwise noted, an Alchemical Product retains potency for 24 hours until the next time you complete a long rest (whichever comes first), at which point it becomes inert and its materials can be reclaimed for future products. You cannot produce formulae associated with alchemical houses you do not belong to.
Intelligence is your alchemical ability for your alchemist formulae. You use Intelligence whenever a formula calls for your alchemical ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a formula you produce. If a formula other than a bomb calls for an attack roll, you use Intelligence to calculate that attack bonus.
Formula Save DC
Formula attack modifier
An alchemist carries a variety of components and knows how to use them in creative ways. As an action, you can mix some of your powders and concentrations to produce any of the following small effects. Other effects may be possible based on your DM's approval:
- Start or put out small fires, or change the color of a small fire for 1 minute.
- Harmlessly change the color of food or drink
- Cause colored sparks or a puff of smoke to appear to shoot from your hands
- Produce a small liquid that when drank or smeared on a target causes harmless tingling
You also add twice your Proficiency bonus to Intelligence checks made to identify alchemical items and magical potions.
Alchemists all understand that there are possibly uncounted alchemical elements, but generally identify eleven elements as most important. These are Fire, Water, Earth, Air, Lead, Tin, Iron, Gold, Copper, Mercury, and Silver. At 2nd level, you learn to craft pure extracts of two these 11 elements called Catalysts. You learn additional Catalysts as you level up (see the Catalysts Known column of the Alchemist table).
Each time you produce formulae at the end of a long rest, you also produce a single catalyst chosen from those you know. A catalyst retains potency until the next time you complete a long rest. As a bonus action when you consume, activate, or throw an alchemical product, you can add your catalyst to it, gaining an additional effect based on the specific formula and catalyst. Refer to the formula descriptions at the end of this class entry for more details on the effects of catalysts.
A formula can only have one catalyst added to it unless otherwise noted.
- Salis Ignis (Fire)
- Aqua Purae (Water)
- Geode Arcans (Earth)
- Vitriolic Tempens (Air)
- Calcinated Plumbum (Lead)
- Distilled Stannium (Tin)
- Ferris Regia (Iron)
- Auric Oil (Gold)
- Cupric Ammoniac (Copper)
- Cinnabar Extract (Mercury)
- Argent Dust (Silver)
As you gain levels, you learn to produce more catalysts simultaneously. At level 6, you can produce 2 catalysts. At level 10, you can produce 3 catalysts. At level 14, you can produce 4 catalysts. At level 18, you can produce 5 catalysts. You may choose these from any catalyst you know, and can produce the same catalyst multiple times if you wish.
Alchemists by their nature are secretive peoples, hiding their knowledge behind layers of metaphor and ciphers they invent themselves. As a consequence, they are exceptional at deciphering hidden meanings in other people's writing and breaking unknown ciphers. You have advantage on Intelligence checks made to create or decipher hidden meanings in text, and you speak an additional language of your choice.
At level 3, you dedicate your research to one of the great Alchemical Houses, ancient organizations which preserve alchemical knowledge after alchemists die. Choose the House of Transfiguration, the House of Pharmacology, or the House of Astrology, detailed in Appendix A: Alchemical Houses. Your choice of house gives you class features when you select it and again at levels 7, 13, and 18.
Also at level 3, you learn to supplement your combat with specially crafted tools. Choose one of the following features of your choice. The damage types available for your choice are determined by your House. You must have alchemy supplies in order to use the chosen feature.
As an action on your turn, you mix and hurl a small bomb. A lesser bomb has a close range of 20 and a long range of 60 and deals 1d8 damage on a hit plus your Intelligence modifier. Adjacent targets take damage equal to the minimum roll and do not add your Intelligence modifier. At levels 5, 11, and 17 the damage of your lesser bomb increases by 1d8. You can use Lesser Bombs a number of times equal to your Intelligence bonus (minimum 1). You regain all uses whenever you complete a short or a long rest.
As a bonus action on your turn, you can infuse a piece of ammunition with alchemical compounds. When you fire that piece of ammunition, you may use your Intelligence modifier for the attack and damage rolls, and it deals an extra 1d4 damage. The extra damage increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17. You can use Enhanced Ammunition a number of times equal to your Intelligence bonus (minimum 1). You regain all uses whenever you complete a short or a long rest.
When you complete a short or a long rest, you may choose a melee weapon and apply to it a special oil of your own devising. Until the next time you rest, whenever you strike a foe in combat with that weapon, you deal an extra 1 damage. This damage improves to 2 at level 5, 3 at level 11, and 4 at level 17.
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.
At level 5, you have mastered the alchemical sciences sufficiently to be able to produce formulae of the journeyman tier. When you select your formula for this or any future levels, you may select from those formula. Many apprentice formulae have additional benefits if crafted by a journeyman Alchemist.
Also at level 5, your skills with alchemy are such that you can reproduce some products more rapidly. Whenever you complete a short rest, you may produce two alchemical products.
You can create more products with this feature as you gain levels. At level 7, you can create 3 products. At level 11, you can create 4 products. At level 17, you can create 5 products.
At level 9, your constant exposure to rare and dangerous materials has caused you to build up a resistance to them. You are immune to the poisoned condition, have advantage on all saves against poison, and gain resistance to poison damage.
At level 11, you have mastered the alchemical sciences sufficiently to be able to produce formulae of the expert tier. When you select your formulae for this or any future levels, you may select from those formula. Many apprentice and journeyman formulae have additional benefits if crafted by an expert Alchemist.
At level 15, you have learned to mix catalysts more effectively. When you use a bonus action on your turn to add a catalyst to a product, you can instead add two catalysts to that product, which must be of different types. This allows a product to benefit from more than one catalyst. Once you have used this feature, you cannot use it again until you complete a short or a long rest.
At level 17, you have mastered the alchemical sciences sufficiently to be able to produce formulae of the master tier. When you select your formula for this or any future levels, you may select from those formula. Many apprentice, journeyman, and expert formulae have additional benefits if crafted by a master Alchemist.
At level 20, your surpassing knowledge of alchemical processes allows you to create a product almost instantaneously. As a bonus action on your turn, you can create a product for any formula in your book, even if it is not normally available to your house. As you do so, also apply any catalyst you know to that product (this does not require you to have that catalyst on-hand and does not count against your normal limit for produced catalysts). This instantly-created product is more volatile than others, and loses potency at the end of your next turn.
Once you have used this feature, you cannot use it again until you complete a long rest.
This section describes the Alchemical Houses of Pharmacology, Transfiguration, and Astrology.
House of Pharmacology
Members of the house of pharmacology focus on the powerful abilities of alchemy to affect the mind and body. Their medicines are by far the most potent of the three major houses, but so are their poisons, and some members even learn to grant themselves great strength through the use of transformative elixirs.
You can deal poison or cold damage with your alchemical weaponry.
Members of the house of pharmacology are by far the best producers of elixirs meant to heal. When you first join this House at level 3, you learn the restorative tonic formula. If you already know this formula, you may instead learn any apprentice formula. Each morning when you create alchemical products, you can create one additional elixir which you know.
At level 3 when you join the House of Pharmacology, you also gain proficiency in the Medicine skill. Additionally, whenever you use a healer's kit to stabilize a dying creature, that creature also gains temporary hit points equal to your Intelligence modifier. These hit points do not wake the creature up, merely protect them from further damage while unconscious.
At 7th level, you can apply elixirs to your allies without interrupting their focus on tasks at hand. When you take the Use an Item action to consume an elixir, you can choose to apply that elixir to a willing creature within 5 feet of you instead. Your target still makes all relevant ability checks related to using the consumed elixir as if they had consumed it themselves.
Take Your Medicine
At 13th level, you learn to mix elixirs with other elixirs more easily. When you or a creature within 5 feet of you must make a Constitution saving throw due to drinking multiple elixirs, you can use your Reaction to cause them to succeed on that saving throw. You may use this feature a number of times equal to your Intelligence modifier. You regain all expended uses upon completing a long rest.
At 18th level, your blood is almost more healing elixir than normal blood. Whenever you end your turn with fewer than half your maximum hit points, you gain hit points equal to your Constitution modifier (minimum 1). This ability does not function if you are unconscious.
House of Transfiguration
Members of the house of transfiguration focus on transmuting materials and exploring the uses of alchemical reactions. Though no house has truly mastered metallic transmutation, the house of transfiguration has learned to cause metals to have certain properties of other metals, a secret they jealously keep.
You can deal acid or fire damage with your alchemical weaponry.
Clad In Steel
At 3rd level when you join this house, you gain proficiency in medium armor and martial weapons.
At 3rd level, you have been close to your own bombs often enough to avoid the worst of their effects. You have advantage on saving throws made against alchemical bombs, including your own. If an alchemical bomb would have reduced effect on a successful save, it instead has no effect.
At 7th level, your deeper understanding of the properties of metal allows you to temporarily grant one metal some of the properties of another metal. As an action, touch a metallic weapon. For 1 minute, that weapon gains the properties of a special metal (such as silver or adamantine) of your choice. For the duration, the weapon is also considered magical. Once you have used this feature, you cannot use it again until you have completed a short or a long rest.
Bomb and Blade
Also at 7th level, you master the art of fighting with weaponry and bombs together. Whenever you use the Attack action on your turn to throw a bomb, you can use your bonus action to make a single weapon attack.
Beginning at 13th level, you do not suffer disadvantage for throwing a bomb into long range, and you may treat any 1s you roll on bomb damage dice as though they were 2s.
At 18th level, you learn the secrets of creating gold, if only temporarily. As an action, touch a creature and force it to make a Constitution saving throw against your formula save DC. On a failed save, the creature is restrained, as with flesh to stone, except it begins turning to gold. A creature restrained by this effect must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to gold and subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
A creature petrified by this effect remains so until that condition is removed. The gold it is turned into transforms into unremarkable stone after 1d4 days. A shattered or otherwise destroyed creature petrified by this ability immediately turns into stone, leaving behind raw gold worth 1d10 gold pieces per alchemist level you possess.
You can use this ability on an object instead. Non-magical objects up to 5 feet by 5 feet by 5 feet are transformed into gold, which then becomes unremarkable stone over 1d4 days. By breaking pieces of the object off, you receive raw gold worth 1d10 gold pieces per alchemist level you possess.
Regardless of whether you use this ability on a creature or an object, you cannot use this feature again until you complete a long rest.
House of Astrology
Members of the house of astrology focus on the mystical aspects of alchemy, especially the association of the 11 higher alchemical elements with celestial bodies. Of all the houses, only the house of astrology learns any true spellcasting, though their primary focus remains the creation of alchemical products.
You can deal radiant or psychic damage with your alchemical weaponry.
When you reach 3rd level, you augment your alchemy with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 11 for the cleric spell list.
Cantrips. You learn the guidance cantrip, plus two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 10th level.
Spell Slots. The House of Astrology Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell detect evil and good and have a 1st-level and a 2nd-level spell slot available, you can cast detect evil and good using either slot.
Spells Known of 1st-level and higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and transmutation spells on the cleric spell list.
The Spells Known column of the House of Astrology Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you learned at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your cleric spells learned through this class, since you learn your spells through meticulous observation and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a cleric spell you cast using this class and when making an attack roll for one.
Spell Save DC
Spell attack modifier
House of Astrology Spellcasting
|Alchemist Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
Members of the house of astrology know that the time and circumstances of birth have great impact on a person's life, magically speaking. Choose your birthsign from the 11 alchemical high elements (Fire, Water, Earth, Wind, Lead, Tin, Iron, Copper, Silver, Gold, and Mercury). As an action, you can designate a target and expend a spell slot to identify their birthsign. Each sign is associated with certain characteristics, and the GM or the character's player will decide what sign a character has. If they wish to, they can roll on the table below instead.
When you attempt a Wisdom or Charisma check to interact with someone whose sign you know, you have advantage on that check. Characters who have no sign are still considered to have a sign for the purposes of this ability.
Birthsigns and Characteristics
|12||No Sign||Insignificant, menial|
At 7th level, you learn the augury spell and may cast it once without consuming a spell slot. It does not count against your spells known.
Whenever you cast the augury spell, you may pose the same course of action for up to three creatures, possibly receiving a different answer for each. Characters who share a birthsign generally (but not always) receive the same result.
You regain the use of this feature whenever you complete a long rest.
At 13th level, you learn how to trap raw magical potential in alchemical form. As an action, you can spend a spell slot to produce an alchemical formula. You receive one product, plus one per spell slot level above 1st (up to a maximum of 4th level). All products must be of the same formula.
At 18th level, you can bind your very soul into a potent catalyst representing your birthsign. You learn your birthsign's catalyst. If you already know this as one of your catalysts, you learn an additional catalyst of your choice. Whenever you would use your Catalyst feature or your Catalytic Mastery feature, you may sacrifice a number of maximum hit points equal to half your alchemist level in order to produce the catalyst matching your birthsign as part of the same bonus action. This does not count as one of your catalysts for the day, but it does count as one of the catalysts applied to the alchemical product.
Hit points sacrificed to this feature cannot be healed by any means less than a long rest.
Reading the entries
Each entry in this section represents one formula that you could learn to create. They are separated into four groups: apprentice, journeyman, expert, and master. You gain access to these groups at specific levels as noted in table: The Alchemist.
Some entries have a greater effect when produced by an alchemist with a higher degree of mastery. This is notated after the description.
Each entry lists two or more catalysts that can be added to boost its effects. Using any other catalyst has no effect.
Some entries specify a prerequisite. If the prerequisite is a formula, you must have that prerequisite in your formula book before you can learn the new formula.
Whenever an entry references an alchemical tier, it is referring to the Apprentice Formulae, Journeyman Formulae, Expert Formulae, and Master Formulae class features of the alchemist class. Each is considered to be one tier above the next.
Unless otherwise noted, using a Bomb is treated as a ranged weapon attack. If a class feature or other effect allows you to make more than one attack, you may still only use one alchemical bomb per turn (but you may make attacks with other weapons available to you with your remaining attacks). Alchemical bombs use Dexterity for attack rolls and do not add an ability to damage rolls. All bombs are consumed upon use.
Unless otherwise noted, using an Elixir is done with the Use an Item action. Elixirs are dangerous if consumed together. If you attempt to drink a non-instantaneous elixir while already affected by a non-instantaneous elixir, you must make a Constitution saving throw with a DC of 15 plus the number of elixirs you are under the effect of. If you fail this saving throw, you lose the benefits of both elixirs and gain one level of exhaustion. You have disadvantage on this saving throw if you are under the effects of two or more non-instantaneous elixirs. All elixirs are consumed upon use.
An alchemical device straddles the line between tool and material product. Each alchemical device specifies the type of action needed to activate it, if any. Unless otherwise noted, an alchemical device can be used any number of times while it retains potency. Some alchemical devices can only be used by alchemists, while some can be used by anyone.
Most alchemical bombs also affect adjacent targets. Unless otherwise noted, an adjacent target is any target within 5 feet of the original target. If an alchemical bomb can target a space instead of a creature, any creature in that space is also considered to be adjacent to the space.
Using alchemical products if you are not an alchemist
All alchemical bombs and elixirs, and some alchemical devices, can be used by non-alchemists, but only alchemists know how to do so safely. Creatures other than an alchemist with the requisite tier of mastery have disadvantage on any ability checks, saving throws, or attack rolls related to using the alchemical product (but not being targeted by one). If a creature other than an alchemist rolls a natural one to attack with an alchemical bomb, the bomb instead goes off in their space as if they had successfully attacked themselves with the bomb. If an alchemical bomb allows the targeting of a space with no attack roll, non-alchemists must still make an attack roll against AC 5 in order to target that space. Any calculations that include level or ability bonuses use the crafting alchemist's bonuses unless otherwise noted.
Alchemical Fire (Bomb)
A seemingly innocuous flask with a brownish liquid explodes on contact in a flash of intense heat. This alchemical bomb has a close range of 30 and a long range of 120. On a hit, it deals 2d10 fire damage to the target, and any creature adjacent to the target must make a Dexterity saving throw. On a failed save, they take half of the original fire damage dealt. You can choose to target a space instead of a creature with this attack. If you do, you automatically hit and the creature in that space and all adjacent spaces must make the saving throw as if they were adjacent to the main target.
Produced at higher mastery Alchemical fire produced by a Journeyman instead does 4d10 fire damage to the primary target. Alchemical fire produced by an Expert instead does 6d10 fire damage. Alchemical fire produced by a master instead does 8d10 fire damage.
- Salis Ignis Adding a pinch of salis ignis to alchemical fire causes it to burn much hotter. Increase the damage by 1d10 per two alchemist levels you possess.
- Vitriolic Tempens Swirling vitriolic tempens into alchemical fire gives it a larger dispersal area. Creatures in adjacent squares now take the full damage on a failed save, or half damage on a successful save. Creatures ten feet from the original target now must also make a saving throw, taking half damage on a failed save.
- Calcinated Plumbum A chunk of calcinated plumbum added to alchemical fire causes it to leave a burning patch on the ground. Until the end of your next turn, any creature that starts their turn in the space or enters the space for the first time on its turn automatically takes damage as if they were hit by the direct attack. The duration improves when used by an expert alchemist to two rounds.
Alchemical Acid (Bomb)
A strange vial of yellowish liquid proves to be a potent acid. This alchemical bomb has a close range of 30 and a long range of 120. On a hit, it deals 2d6 acid damage, and the creature and all adjacent creatures must make a Dexterity saving throw. On a failed save, affected creatures take 1d4 acid damage at the start of their next turn. You can choose to target a space instead of a creature with this attack. If you do, you automatically hit and the creature in that space and all adjacent spaces must make the saving throw as if they were adjacent to the main target.
Produced at higher mastery Alchemical acid produced by a journeyman instead does 4d6 acid damage initially, and 2d4 acid damage on a failed save. Alchemical acid produced by an expert instead does 6d6 acid damage initially and 3d4 acid damage on a failed save. Alchemical acid produced by a master instead does 8d6 acid damage initially and 4d4 acid damage on a failed save.
- Geode Arcans A chunk of geode arcans added to alchemical acid causes it to eat away at protective armor or hide. Any creature that fails its save has its armor reduced by 1 until it repairs its metal armor or completes a short rest (for natural armor). This armor reduction improves when used by an expert alchemist to -2. This effect can only apply once to a given target.
- Cupric Ammoniac A few drops of cupric ammoniac causes the acid to cling to targets. Targets that make their save now take half damage, and targets that fail their save must repeat the save at the start of each of their turns. The effect ends if they succeed on a save.
- Cinnabar Extract A few drops of cinnabar extract causes the acid to temporarily blind affected targets. Targets that fail their saving throw now have disadvantage on their next attack roll before the end of their next turn.
A simple looking stick contains a thick cloud of smoke. When you activate this alchemical bomb, you may do so in your space or throw it to a space within 30 feet. When you do, a 10ft radius quickly fills with opaque black smoke, blocking all vision (including darkvision). The cloud lasts for 1 minute or until blown away by a strong wind.
Produced at higher mastery Smokesticks made by a journeyman have a 15 ft radius instead. Smokesticks made by an expert can no longer be dissipated by strong wind. Smokesticks made by a master additionally prevent blindsight based on scent or hearing from seeing through their cloud.
- Salis Ignis Adding a pinch of salis ignis to the smokestick causes its cloud to be highly combustible. While the cloud lasts, any open source of flame or effect which ignites unattended objects in its area causes the cloud to explode, dealing 1d4 fire damage plus 1d4 per two alchemist levels you possess to any creature inside the cloud. This effect dissipates the cloud.
- Vitriolic Tempens Swirling vitriolic tempens with the smokestick causes it to cling to affected creatures. Instead of filling its radius with smoke, it fills the spaces occupied by any creatures within its radius. For the duration, those smoke clouds move with the creatures whose spaces they occupy. A creature obscured by smoke in this way cannot see more than 5 feet away.
- Aqua Purae A few drops of aqua purae instead produces a small oil slick in the radius. While the oil slick lasts, creatures treat it as difficult terrain, and any creature attempting to enter a space covered in oil must make a Dexterity saving throw, falling prone on a failed save.
Restorative Tonic (Elixir, Instantaneous)
A simple potion allows the drinker to regain some of their health. A restorative tonic, when drank, restores hit-points equal to 1d6 plus your alchemical ability modifier. Restorative tonic has no effect on undead or constructs.
Produced at higher mastery Restorative tonics produced by a journeyman restore 2d6 hit points. Restorative tonics produced by an expert restore 4d6 hit points. Restorative tonics produced by a master restore 7d6 hit points.
- Aqua Purae A few drops of aqua purae cause the restorative tonic to heal the target more effectively. The drinker may spend one of their hit dice to heal as if during a short rest. They regain this hit die the next time they complete a short rest. They may spend an additional hit die in you are an expert alchemist.
- Ferris Regia A chunk of ferris regia hardens the drinker's flesh temporarily upon drinking this elixir. In addition to its other effects, the drinker's armor class can not be reduced below 16 for one minute. This is a non-instantaneous effect.
- Auric Oil A few drops of auric oil allows the restorative tonic to remove certain conditions. If you are an apprentice, it can remove one condition which could be removed by lesser restoration. If you are a journeyman, it can remove two conditions which could be removed by lesser restoration, or one disease. If you are an expert, it can remove all conditions which could be removed by lesser restoration, all diseases, or end a single effect that could be ended with greater restoration. If you are a master, it can end any number of negative effects suffered by the target which could be ended by greater restoration, or reattach a single severed body part, as with regenerate.
Eyesight Tonic (Elixir)
Some alchemists prefer to use these as eye-drops rather than a potion you drink, but the effect is the same. The user of an eyesight tonic gains advantage on Wisdom (Perception) checks and a +2 bonus to passive Perception for one minute.
Produced at higher mastery Eyesight tonic produced by a journeyman alchemist lasts one hour, and the bonus to passive perception increases to +5. Eyesight tonic produced by an expert alchemist lasts 24 hours.
- Argent Dust A pinch of argent dust allows the user's eyes to pierce even the darkest night. The user additionally gains darkvision to a range of 60 feet, or improves their existing darkvision by 30 feet. If you are a journeyman, this also pierces magical darkness.
- Cupric ammoniac A few drops of cupric ammoniac also heightens the user's reflexes. The user additionally gains a bonus to initiative checks equal to the bonus to passive perception granted by this elixir.
Adaptive Tonic (Elixir)
Alchemists work with volatile elements as a matter of course. This tonic is designed to prevent the worst effects an alchemist suffers. For one minute after drinking this tonic, you are partially protected from elemental attacks. The next time you take fire, acid, cold, electric, or poison damage, you immediately gain resistance to that source of damage (no action required) and the effect of this elixir ends.
Produced at higher mastery Adaptive tonic produced by a journeyman alchemist now grants resistance to the triggering damage type for the remainder of the duration, instead of immediately ending. Adaptive tonic produced by an expert alchemist lasts up to an hour.
- Argent Dust A pinch of argent dust causes the tonic to also work for radiant, necrotic, and psychic damage. When the effect activates, the drinker additionally gains temporary hit points equal to your alchemist level.
- Geode Arcans A chunk of geode arcans causes the tonic to trigger a second time. If the tonic would continue to have an effect after triggering, such as if you are a journeyman or higher alchemist, it does not trigger on damage it is already affecting.
- Calcinated Plumbum A chunk of calcinated plumbum causes the tonic to also work for slashing, piercing, and bludgeoning damage. Whenever the drinker takes one of these damage types while the tonic lasts (including ones that did not originally activate it), reduce the damage taken by an amount equal to your alchemical ability modifier (minimum 1) before applying resistance.
Elixir of the Chameleon (Elixir)
A quick use of this elixir causes the target's skin to blend and color with their surroundings. For 1 minute after drinking this elixir, you receive a +2 bonus to Dexterity (Stealth) checks and may attempt to hide even if only partially obscured.
Produced at higher mastery Elixir of the Chameleon produced by a journeyman alchemist lasts up to 10 minutes and the bonus increases to +5. Elixir of the Chameleon produced by an expert lasts up to one hour and the bonus increases to +10. Elixir of the Chameleon produced by a master lasts up to 24 hours.
- Ferris Regia A chunk of ferris regia causes the elixir to thicken into a paste. This paste can be smeared on an object with a size up to 5 feet by 5 feet by 5 feet, causing it to become almost indistinguishable from its surroundings and increasing the DC to notice it by twice the bonus the elixir would give a creature. Moving an object covered in this paste causes the effect to end. This effect can last up to 48 hours.
- Argent Dust A pinch of argent dust causes the drinker of the elixir to become partially transparent instead of merely mimicking nearby surroundings. For thirty seconds, you additionally cause attackers to have disadvantage on attack rolls to hit you, as with the blur spell. If you apply this catalyst as a journeyman alchemist, it lasts for one minute. If you apply it as an expert alchemist, it lasts ten minutes. When this catalyst's effect ends, the elixir's other benefits also end.
- Aqua Purae A few drops of aqua purae specializes the elixir's use for aquatic camouflage. The bonuses granted by the elixir are doubled while in water and the user can hold their breath for twice as long as they normally could.
Purification Elixir (Elixir, Instantaneous)
Used by alchemists who need to switch from one elixir to another quickly, the purification elixir has an additional benefit in purging unwanted magical or alchemical effects from the drinker. When you drink this elixir, you immediately end the effects of any other alchemical elixir affecting you of this item's tier or lower. Additionally, if you are suffering from any effect which allows for a saving throw every turn to end it, you may make an extra saving throw when drinking this elixir. If you are an alchemist of at least this item's tier, you have advantage on that saving throw.
- Salis Ignis You mix the purification elixer with a non-instantaneous alchemical elixer and a pinch of salis ignis. Instead of its normal effect, the purification elixir now grants the effect of the elixir you mixed it with, but does not require a Constitution save for drinking multiple elixirs. If the duration of the extra elixir would be greater than thirty seconds, its duration is now thirty seconds. If the other elixir would benefit from a pinch of salis ignis, you may grant that additional benefit.
- Auric Oil A few drops of auric oil extends the benefits of the purification elixir. In addition to its other benefits, the drinker has advantage on the next saving throw they make within one minute. This does not count as an ongoing elixir effect.
Open flame light sources are dangerous in an alchemical lab, and magical alternatives are typically expensive or short-lived. So it is that alchemists developed glowmuck as a safe alternative. When produced, it takes the form of a semi-solid lump not unlike wet clay in consistency. Glowmuck requires no action to activate. It simply glows constantly until it loses potency, producing bright light for 20 feet and dim light for an additional 20 feet. It can be covered up but not extinguished. A single production of glowmuck can be smeared on a surface, where it will stick for as long as it remains potent, producing light.
Produced at higher mastery Glowmuck produced by a journeyman alchemist instead provides bright light in a 30 foot radius and dim light for an additional 30 feet. Glowmuck produced by an expert instead provides bright light in a 40 foot radius and dim light for an additional 40 feet. Glowmuck produced by a master instead provides bright light in a 50 foot radius and dim light for an additional 50 feet.
- Cinnabar Extract A few drops of cinnabar extract reverses the use of the glowmuck. Instead of producing light, it causes light within its normal bright light radius to become two stages darker (Bright->Dim->Dark) and light within its dim light radius to become one stage darker. After one minute, the glowmuck loses potency.
- Auric Oil A few drops of auric oil causes the glowmuck to separate into 4 beads, plus two additional beads per alchemist tier above apprentice you possess. You may throw a bead as a bomb (range 20/60), dealing 1d6 plus your alchemy ability modifier radiant damage to a target struck. The radius of both bright and dim light is reduced by 5 feet for every bead consumed in this fashion.
Rod of Purification (Device)
The rod of purification is the greatest boon of the alchemist on the go. When any liquid is stirred with the rod, minor contaminants are removed and the liquid becomes safe for consumption. Using the rod takes 1 minute during which you must continuously stir up to one gallon of liquid. Doing so causes the liquid to be safe for consumption, as with purify food and drink. Soaking food in liquid purified by this device for at least 10 minutes causes it to also become purified.
Produced at higher mastery If the rod of purification is produced by an alchemist with at least expert skill, it also reacts with magical liquids. If an affected liquid would produce an effect in its drinker which could be removed by break enchantment, the rod changes color, indicating the potential effect. It does not reveal what the effect is.
- Distilled Stannium A pinch of distilled stannium added to the liquid before stirring causes it to increase the health of the drinker. For one hour after consuming the liquid, the drinker has resistance to poison damage and advantage on saving throws against poison. Treat this effect as an elixir.
- Calcinated Plumbum A pinch of calcinated plumbum added to the liquid before stirring causes it to instead become toxic to the drinker. Any creature drinking the liquid or eating an affected food item must make a Constitution saving throw or become poisoned. Diluting the liquid causes it to be less effective. If diluted to 50% of the affected liquid, targets have advantage on their saving throws. If diluted more than that, the liquid has no effect.
Arcane Lens (Device)
A specially designed crystal observes magical auras and translates them into the visible spectrum. Using an arcane lens takes an action. If you are not the original crafter of the lens, you must also make an Arcana check (DC 15) in order to use this item (the original crafter of a specific lens need not make a check). While you view the world through the lens, you can identify magical auras, but you have disadvantage on Wisdom (Perception) rolls made to see things which are not magical and on all attack rolls, as the lens blurs and obscures non-magical objects. This otherwise works as though it were detect magic cast by the user of the lens.
- Ferris Regia A chunk of ferris regia improves the clarity of the lens. For one minute after applying this catalyst, the disadvantage on Wisdom (Perception) rolls caused by this device is changed to advantage on Wisdom (Perception) rolls. When the minute ends, the device returns to its normal state.
- Geode Arcans A chunk of geode arcans increases the magical aura absorbing abilities of the lens. Any time in the next minute, the bearer of the lens can choose to make an Intelligence (Arcana) check in place of a saving throw against a spell, using the spell's normal save DC. If they succeed, they are unaffected by the spell. Regardless of whether they succeed or fail, the lens is destroyed as magical energies shatter it.
- Cinnabar Extract A few drops of cinnabar extract increases the sensitivity of the lens. For one minute after applying this catalyst, the lens additionally allows the user to identify creatures with spell slots available.
A small stone contains concentrated sound, erupting when it strikes a hard surface. This alchemical bomb has a close range of 30 feet and a long range of 120 feet. On a hit, it deals 4d8 thunder damage to the target. The target and all adjacent creatures must make a Strength saving throw. On a failed save, they are pushed 10 feet away from the center of the blast (the target is pushed 5 feet away from you). Affected creatures can instead choose to fall prone.
Produced at higher mastery Thunderstones produced by an expert instead deal 6d8 thunder damage and push targets 15 feet. Thunderstones produced by a master instead deal 8d8 thunder damage and push targets 20 feet.
- Distilled Stannium A pinch of distilled stannium improves the force wave of the blast. Creatures that fail their saving throw are now pushed an additional 5 feet and fall prone.
- Argent Dust A pinch of argent dust increases the volume of the shockwave. The damage is increased by 1d8 per two alchemist levels you possess.
- Cupric Ammoniac A few drops of cupric ammoniac causes the stone to resonate with hidden harmonies. The next source of thunder damage dealt to targets in the area treats up to two dice as though they rolled their maximum value. If you are a journeyman alchemist, this instead affects up to four dice. If you are an expert alchemist, this instead affects up to six dice. If you are a master alchemist, this instead affects up to eight dice. The source of the thunder damage must choose to use this benefit before rolling dice, and does not roll affected dice.
Endothermic Blast (Bomb)
A small metallic bead sloshes with internal liquid. When cracked, the liquid rapidly absorbs heat from its surroundings, chilling nearby targets. This alchemical bomb has a close range of 30 and a long range of 120. On a hit, it deals 4d8 cold damage, and the target and any creature adjacent to the target must make a Constitution saving throw. On a failed save, their movement speed is halved until the end of their next turn. You can choose to target a space instead of a creature with this bomb. If you do, you automatically hit and the creature in that space and all adjacent spaces must make the saving throw as if they were adjacent to the main target.
Produced at higher mastery Endothermic blast produced by an expert alchemist instead does 7d8 cold damage. Endothermic blast produced by a master alchemist instead does 10d8 cold damage.
- Salis Ignis A pinch of salis ignis added to the endothermic blast causes it to draw heat from a larger area. Targets which fail their saving throw now take the full damage of the bomb as if they had been directly hit. Targets which succeed on their saving throw now take half of the original damage.
- Ferris Regia A chunk of ferris regia added to the bead causes it to continue draining heat from the primary target temporarily. On a direct hit, the target must make a Constitution saving throw at the start of each of their turns for up to one minute, taking 1d8 cold damage and halving their movement speed on a failed save. A successful save ends the effect. Creatures vulnerable to cold damage have disadvantage on this saving throw.
Voltaic Bottle (Bomb)
A small glass phial seems to contain a tiny lightning bolt. When thrown, the lightning escapes, arcing to nearby targets. This alchemical bomb can target any space within 60 feet, and does not require an attack roll. When it lands, the nearest creature within 10 feet must make a Dexterity saving throw. On a failed save, they take 4d8 lightning damage. On a successful save, they take half damage. The lightning then arcs to another creature within 10 feet, which must make the same save, taking 2d8 lightning damage if they fail or half if they succeed.
Produced at a higher mastery Voltaic bottle produced by an expert alchemist instead does 5d8 lightning damage to the primary target and 3d8 lightning damage to the secondary target. It also arcs to a third target, dealing 1d8 damage. Voltaic bottle produced by a master alchemist instead does 7d8 lightning damage to the primary target, 5d8 damage to the secondary target, and 3d8 damage to the third target. It also arcs to a fourth target, dealing 1d8 damage.
- Auric Oil Auric oil improves the conduction of the victims. They take an additional damage equal to half the crafting alchemist's level, regardless of whether they make their saving throw.
- Vitriolic Tempens A swirl of vitriolic tempens added to the bottle causes it to arc more easily. Two targets closest to the blast both take the primary damage, and the additional arcs can be determined from either target. If crafted by an expert, two targets also take the secondary damage. If crafted by a master, two targets also take the tertiary damage.
- Cupric Ammoniac A few drops of cupric ammoniac interrupts the reactions of affected creatures. Creatures which fail their saving throws cannot take reactions until the start of their next turn.
Tanglefoot Bag (Bomb)
A sack made of animal skin contains rapidly-setting glue. This alchemical bomb has a close range of 20 feet and a long range of 60. On a hit, the target is grappled until the end of their next turn. All creatures adjacent to the primary target must make a Dexterity saving throw, and are also grappled by this effect on a failed save. A creature can use their action to make a Strength saving throw to end this effect for themself or an adjacent creature.
Produced at a higher mastery Tanglefoot bag produced by an expert alchemist instead lasts for up to one minute. Targets may use their action to make a Strength check against your alchemical formula DC to end the effect early. Tanglefoot bag produced by a master alchemist instead causes targets to be restrained.
- Geode Arcans A chunk of geode arcans added to the bag causes it to harden into large spike-like crystals. For the duration, the target's square and all adacent squares are considered difficult terrain, and creatures entering the affected area must make a Dexterity saving throw. On a failed save, they take one damage and lose the rest of their movement that turn. A creature can clear one square of spikes by attacking it with a weapon attack, and any area damage other than fire clears spikes in its area of effect.
- Calcinated Plumbum A chunk of calcinated plumbum added to the bag causes it to cling to eyes and ears as well as restrain limbs. For the duration, affected targets are also blinded and have disadvantage on Perception checks relating to hearing. Ending the effect early also ends this effect.
Cloud of Poison (Bomb)
A vial filled with roiling smoke expands rapidly when shattered, choking targets with toxic vapor. This alchemical bomb can target any space within 60 feet, and does not require an attack roll. A cloud with a 5 ft radius forms centered in the affected space. Creatures in the cloud at the start of their turn or which enter the cloud during their turn must make a Constitution saving throw. On a failed save, affected creatures take 3d6 poison damage and have disadvantage on ability checks made before the end of their turn. The cloud dissipates after 2 rounds. A creature can only be affected by one cloud in a given turn.
Produced at higher mastery Clouds of poison produced by an expert instead deal 5d6 poison damage, and the radius of the cloud is increased by 5 feet. Clouds of poison produced by a master instead deal 7d6 poison damage, and the duration is 3 rounds.
- Vitriolic Tempens A swirl of vitriolic tempens causes the poison cloud to move. At the start of your turn, you may move the cloud up to five feet in any direction. You may move it an additional 5 feet for each alchemist tier you possess.
- Cinnabar Extract A few drops of cinnabar extract increases the potency of the cloud. Affected creatures now take additional damage equal to your alchemical ability modifier and the disadvantage lasts until the end of their next turn.
- Distilled Stannium A pinch of distilled stannium causes the poison cloud to elicit coughing fits in victims. In addition to the normal effects, creatures who fail their saving throw have disadvantage on the next attack roll or saving throw before the end of their next turn.
Ironhide Concoction (Elixir)
Drinking this thick potion causes the consumer's skin to harden, taking on properties similar to iron in order to protect them from attacks. For one minute after consumption, the drinker's armor class is increased by 2, and they take 1 less damage from slashing, bludgeoning, and piercing attacks (calculated before resistance and vulnerability).
Produced at higher mastery Ironhide concoction produced by an expert instead reduces damage taken from slashing, bludgeoning, and piercing by 3. Ironhide concoction produced by a master instead reduces damage taken from slashing, bludgeoning, and piercing by 5.
- Ferris Regia A chunk of ferris regia causes the consumer to also grow weaponlike spikes at their joints temporarily. When they initially drink the potion, they suffer 1 point of damage which cannot be resisted as the spikes erupt. For the duration of the elixir's effect, they may use their reaction when they are attacked with a melee weapon to make an unarmed attack against the source of the attack. Their unarmed damage die increases to 1d8, if it was lower, and deals piercing damage instead of bludgeoning damage.
- Auric Oil A few drops of auric oil added to the concoction causes the target to be more resistant to magic as well. For the duration, they receive +2 to saving throws against spells.
Truth Serum (Elixir)
This odorless, tasteless, clear solution is designed to be absorbed through the target's skin or by ingestion. It can be applied to an unwitting target as an action with a Sleight of Hand check opposed by their Perception check, or hidden in food through whatever means. Once affected, a target must make a Charisma saving throw in order to speak a deliberate lie. The effect of this elixir lasts for one minute after exposure. Truth Serum does not trigger a save for multiple elixirs in affected targets.
- Cinnabar Extract A few drops of cinnabar extract also causes the target to forget any answers they volunteered due to the serum. After the effect of this elixir ends, the target forgets every answer they offered in the minute they were affected by it.
- Argent Dust A pinch of argent dust reverses the effects of the serum, instead greatly enhancing the ability of the target to lie. For one minute, the target gains a +10 bonus to Charisma (Deception) checks. This effect triggers saves against multiple elixirs.
Accelerating Tonic (Elixir)
This tonic, when drunk, causes the consumer's metabolism to accelerate, granting them benefits as they move faster for a time. For one minute after consumption, the target has advantage on Dexterity saving throws and may take an additional action on each of its turns. The additional action may only be used to Dash, Disengage, or Use an Item. When the effect of this elixir ends, the drinker cannot move or take actions on their next turn. Once a target has benefited from this tonic, they must complete a long rest before they may do so again. Attempting to drink another one causes them to retch violently for one turn, becoming unable to move or take actions.
Produced at higher mastery Accelerating Tonic produced by an expert alchemist also grants +2 to AC, and the additional action can now be used to take the Dodge or Hide actions. Accelerating Tonic produced by a master alchemist also grants +2 to melee attack rolls, and the additional action can now be used to make a single weapon attack.
- Vitriolic Tempens A swirl of vitriolic tempens causes the drinker's steps to feel lighter and easier for the duration. In addition to its other effects, the drinker receives a 20 foot increase to their move speed and they no longer provoke opportunity attacks for moving.
- Distilled Stannium A pinch of distilled stannium suppresses the drawbacks of the elixir by allowing the drinker to more readily use available energy. The drinker no longer spends one round recovering when the effect ends, and the elixir does not prevent the drinker from using the tonic again, nor cause them to retch if they have already used the tonic this day. After drinking an accelerating tonic enhanced by distilled stannium, the drinker must consume twice as much food that day.
Rod of Negation (Device)
This seemingly simple iron rod acts as a grounding device for magical energies, and when applied correctly can cancel out or even entirely prevent spells from taking effect. To activate this device, the user must make an Intelligence check with a DC of 15. The alchemist who crafted the rod applies twice their proficiency bonus to this check. The rod has two functions:
- Spell canceling. As an action the user touches the rod to a creature or object under the effects of a spell. The DC to activate the rod for this function is increased by twice the level of the highest level spell affecting the target. On a success, one spell is removed per charge expended from the rod, starting with the highest level spell affecting the target.
- Spell prevention. As a reaction when another creature casts a spell within 30 feet of the wielder of this rod, the wielder can attempt to counter the spell cast, as with counterspell. The DC to use this function is increased by twice level of the spell being cast. If the Intelligence check succeeds, the spell is prevented from being cast. Regardless of whether the check succeeded or failed, the rod loses one charge per level of the spell it attempts to counter.
A rod of negation has charges equal to the intelligence modifier of its crafter, plus 2.
Produced at higher mastery A rod of negation crafted by an expert alchemist can dispel and counter spells of up to 4th level, and has an additional 4 charges. A rod of negation crafted by a master alchemist can dispel or counter spells of up to 5th level, and has an additional 4 charges in addition to the charges granted by expert mastery.
- Cupric Ammoniac A few drops of cupric ammoniac added to the rod greatly increases its ability to absorb harmful magics. For one minute after applying this catalyst, the rod automatically attempts to prevent spells cast within 30 feet of its wielder (no reaction required). Canceling spells in this way causes much greater strain on the rod, consuming three times as many charges as normal.
- Aqua Purae A few drops of aqua purae added to the rod increases its precision. For one minute after applying this catalyst, the user of the rod chooses which magical effects to remove when using the spell canceling function of the rod. They must be aware of an effect to choose not to remove it, but can still remove effects they are not aware of.
Flask Familiar (Device)
The creation of an artificial life form is one of alchemy's stranger secrets. Alchemists who choose to master it find that they can make small golem-like creatures to serve as lab assistants, scouts, or even combat partners, but they are not without certain risks. A flask familiar is a semi-biological construct grown in a flask and bonded to an owner through the contribution of a drop of blood. The bond must be then be renewed each morning through alchemical processes.
Treat a flask familiar as a homunculus (MM 188) with the following modifications: the homunculus is treated as an apprentice alchemist when determining whether it receives disadvantage on the use of alchemical items. When making a skill check, the homunculus uses your proficiencies but its own proficiency bonuses. The homunculus does not poison targets with its bite attack.
A flask familiar remains potent until it is destroyed, and can be reconstituted with all its memories and personality intact by producing this formula again. A master can benefit from only a single flask familiar at a time. Unlike other alchemical devices, the flask familiar only functions for the alchemist who originally produced it.
Produced at higher mastery A flask familiar produced by an expert alchemist instead counts as a journeyman when determining whether it can use alchemical items, and its proficiency bonus improves to +3. A flask familiar produced by a master alchemist instead counts as an expert when determining whether it can use alchemical items, and its proficiency bonus improves to +4.
- Aqua Purae Feeding your flask familiar a few drops of aqua purae causes it to become temporarily transparent. For one minute, it receives a +20 bonus to Stealth checks. When the minute ends, the familiar returns to its normal appearance.
- Calcinated Plumbum Feeding your flask familiar a pinch of calcinated plumbum grants it a toxic bite. Until the next time you complete a long rest, it gains the poison bite effect of a normal homunculus, using your alchemical save DC instead of the normal save DC. Its bites also deal 1d8 poison damage to targets that fail their save. If you are an expert, its bites instead deal 2d8 additional poison damage. If you are a master, its bites instead deal 3d8 additional poison damage. A homunculus loses its ability to use alchemical items while affected by calcinated plumbum.
Stunning Orb (Bomb, Transfiguration)
The release of certain frequencies of magical energy can be used to disable almost all creatures. This bomb has a close range of 20 feet and a long range of 60 feet. On a hit, the target and adjacent targets must make a Constitution saving throw. Targets directly hit have disadvantage on this saving throw. On a failed save, the target is incapacitated until the end of their next turn. Targets that have already failed their saves against a stunning orb have advantage on saves against further stunning orbs within the next hour. Stunning orb can target a space on the ground within 60 feet without requiring an attack roll.
Produced at higher mastery Stunning orbs produced by expert alchemists instead cause targets that fail their saves to be stunned. Stunning orbs produced by master alchemists instead cause targets that fail their saves to be paralyzed, and targets that succeed on their saves to be incapacitated until the start of their next turn.
- Vitriolic Tempens A swirl of vitriolic tempens added to the orb causes a disruptive tornado to form in its area. Until the start of your next turn, all ranged attacks into, out of, or through the affected area are made at disadvantage.
- Distilled Stannium A pinch of distilled stannium added to the orb rankles the mind of the target with harmful vapors. In addition to the other effects, targets who fail their saves take 1d6 psychic damage per two alchemist levels the crafter possesses.
Elixir of Wrath (Elixir, Pharmacology)
Not all medicine is intended for the simple purpose of healing, and some is actively dangerous to use. The elixir of wrath is a jealously guarded secret of the house of pharmacology, allowing the drinker to briefly slip into a feral rage while taking on an almost bestial form. When a creature drinks this elixir, they must make a Constitution saving throw. Alchemists of the House of Pharmacology who have at least journeyman mastery automatically succeed on this saving throw. On a failed save, the elixir has no effect and the drinker takes 2d10 poison damage. On a successful save, the drinker enters a feral rage for one minute, granting the following effects:
- The drinker has advantage on Strength and Dexterity checks and saving throws.
- The drinker deals an additional 1d8 damage on a successful melee weapon attack roll.
- The drinker may make two attacks, instead of one, when they take the attack action on their turn. This functions as Extra Attack (and does not stack with that feature or any other feature which does not stack with extra attack).
- The drinker gains temporary hit points equal to the crafting alchemist's level plus Intelligence modifier. If they begin their turn with no temporary hit points, they gain temporary hit points equal to their own Constitution modifier (minimum 1).
- The drinker cannot cast or concentrate on spells, and takes psychic damage equal to the crafting alchemist's Intelligence modifier (minimum 1) if they do not attempt to attack a creature on their turn. They also have disadvantage on rolls to use alchemical items, as if they were a non-alchemist (including bombs).
When the effect of this elixir ends, the drinker gains one level of exhaustion.
Produced at higher mastery Elixir of wrath produced by an expert alchemist instead grants an additional 2d8 damage on successful melee weapon attacks and deals psychic damage equal to 1d8 + the alchemist's Intelligence modifier when failing to attack. Elixir of wrath produced by a master alchemist instead grants an additional 3d8 damage on successful melee weapon attacks and deals psychic damage equal to 2d8 + the alchemist's Intelligence modifier when failing to attack.
- Aqua Purae A few drops of aqua purae added to the elixir causes the drinker's bestial form to include adaptations for aquatic movement. In addition to its normal effects, the drinker gets +1 to AC from hard scales, a swim speed equal to their land speed due to fins and flippers, the ability to breath water as they grow temporary gills, and they gain resistance to psychic damage as their brain morphs into a stranger amphibious brain.
- Salis Ignis A pinch of salis ignis added to the elixir grants the drinker a fiery breath. Once during the duration, they can substitute a breath attack for one of their normal attacks. The breath attack deals fire damage in a 30 foot cone equal to twice the additional damage on melee attacks the elixir grants. Creatures in the area may make a Dexterity saving throw, taking half damage on a successful save.
Restorative Mists (Bomb)
Prerequisite Restorative Tonic (Apprentice)
Eventually alchemists find that their restorative tonics are not sufficient to the adventuring lifestyle, and through a process of aerosolization the tonic they develop a means of healing even distant allies. This bomb can target any space within 60 feet and does not require an attack roll. When thrown, all creatures adjacent to the target location regain 2d6 hit points plus the crafter's alchemical ability modifier. Restorative mists have no effect on undead or on constructs.
Produced at a higher mastery Elixir of wrath produced by a master instead restores 3d6 hit points to all affected creatures.
- Aqua Purae A few drops of aqua purae improves the effectiveness of the restorative mist. Any affected target may additionally spend one of their hit dice to heal as if during a short rest. They regain that hit die the next time they complete a short rest.
- Auric Oil A few drops of auric oil allows the mists to restore certain conditions. All affected creatures can remove two conditions which could be removed by lesser restoration or one disease. If you are a master alchemist, they can instead remove all conditions which could be removed by lesser restoration or all diseases, or end a single effect which could be ended with greater restoration.
- Geode Arcans A chunk of geode arcans added to the bomb causes it to crystallize on the skin of affected creatures. In addition to its other effects, all creatures adjacent to the target location gain temporary hit points equal to half of the crafting alchemist's level. This effect even applies to undead and constructs.
Volcanic Flask (Bomb)
Prerequisite Alchemical Fire (Apprentice)
Alchemical fire is excellent for dealing quick damage to a tightly packed group, but clever alchemists have discovered a more potent heat-producing formula that creates a patch of molten sludge, harmful to anyone entering the area. Volcanic flask has a close range of 20 feet and a long range of 60 feet. On a hit, the target takes 5d8 fire damage, and the target and adjacent targets must make a Dexterity saving throw. On a failed save, they take an additional 3d8 fire damage. Further, the target's space and all adjacent spaces are filled with a molten slurry. The slurry counts as dangerous terrain, and anyone beginning their turn within it or who enters it for the first time during their turn must take 2d6 fire damage. The slurry lasts for 30 seconds. Volcanic flask can target a space on the ground within 60 feet without requiring an attack roll.
Produced at a higher mastery Volcanic flask produced by a master alchemist instead deals 7d8 initial damage and 5d8 secondary damage, and the molten slurry instead deals 4d6 damage.
- Salis Ignis A pinch of salis ignis added to the flask increases its potency. Targets who fail their saves instead take the full initial damage, and the slurry damage is increased to the amount of the secondary damage.
- Cinnabar Extract A few drops of cinnabar extract causes the pool to flow almost with a mind of its own. At the beginning of each of the alchemist's turns, they can move the pool up to 5 feet in any direction, even if that means it flows uphill.
- Distilled Stannium A pinch of distilled Stannium added to the volcanic flask increases the clinginess of the slurry. Targets affected by the slurry now take the slurry damage again at the start of their next turn, even if they are not in the slurry.
Tempest Orb (Bomb)
Wind is one of the more difficult elements to bottle in any amount of force, but it can be done with dedication and skill. A tempest orb has a close range of 30 feet and a long range of 120 feet. On a hit, the target takes 4d6 slashing and 4d6 bludgeoning damage, and targets in adjacent spaces must make Dexterity saving throws or take 3d6 slashing and 3d6 bludgeoning damage. The main target and targets who fail their saves also suffer disadvantage on their next attack roll before the end of their next turn, as the buffeting winds disrupt their focus. Tempest orb can target a space on the ground within 120 feet without requiring an attack roll.
Produced at higher mastery Tempest orb produced by a master alchemist instead deals 5d6 slashing and 5d6 bludgeoning damage to the primary target and 4d6 slashing and 4d6 bludgeoning to secondary targets.
- Vitriolic Tempens A swirl of vitriolic tempest causes the orb to resonate with the elemental plane of air. All damage dealt by the orb is treated as damage from a magical weapon, and creatures 10 feet away from the original target must also make the Dexterity save to avoid the secondary damage.
- Cupric Ammoniac A few drops of cupric ammoniac causes the orb to gather static energy as it travels, releasing it as a rapidly dissipating cloud when the orb triggers. All affected targets take lightning damage equal to the half the crafting alchemist's level, regardless of whether or not they make their saving throws.
Sands of Sleep (Bomb)
By concentrating certain compounds into a crystalline dust, alchemists can create a sand-like powder which causes drowsiness on contact with living creatures. This bomb can target any space within 60 feet without making an attack roll. Roll 9d8; the total is how many hit points of creatures this bomb can affect. Creatures adjacent to the targeted space are affected in ascending order of their current hit points (ignoring unconscious creatures, undead, and constructs). Starting with the creature that has the lowest current hit points, each creature affected by this bomb falls unconscious for one minute, until they take damage, or until someone uses an action to 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.
Produced at higher mastery Sands of sleep produced by a master alchemist can affect up to 13d8 hit points worth of creatures.
- Geode Arcans A chunk of geode arcans added to the compounds causes them to put affected creatures into a deeper sleep than normal. Affected creatures no longer automatically wake up when damaged or when someone uses an action to wake them. Any time they take damage or someone uses an action to wake them, they can instead make a Wisdom saving throw. On a success, they wake. On a failure, they remain unconscious.
- Argent Dust A pinch of argent dust causes victims to suffer waking nightmares. Instead of falling unconscious, each affected creature begins taking uncontrolled actions, as if affected by the confusion spell. Creatures can make a Wisdom saving throw at the end of each of their turns and each time they take damage to end this effect early.
Psychoactive Spores (Bomb)
By carefully collecting spores from hallucinogenic mushrooms and purifying them through alchemical processes, alchemists can create a bomb that directly affects the minds of its victims. This bomb has a close range of 20 feet and a long range of 60 feet. On a hit, the target takes 6d6 psychic damage and the target and adjacent creatures must make a Wisdom saving throw. On a failed save, all targets are deafened and perceive every creature nearby as indistinguishable shapeless masses of constantly-shifting color until the end of their next turn. Any time a creature affected by this effect takes damage, they take additional psychic damage equal to the crafting alchemist's alchemical ability modifier. Creatures immune to charm are also immune to the secondary effect of psychoactive spores. Psychoactive spores can target a space on the ground within 60 feet without requiring an attack roll.
Produced at higher mastery Psychoactive spores produced by a master alchemist instead deal 9d6 psychic damage on a hit, and they add their proficiency bonus to the psychic damage dealt to creatures suffering the hallucinogenic effects of the spores.
- Aqua Purae A few drops of aqua purae causes the spores to more readily absorb into the victims' bodies. Creatures which fail their saving throws now remain effected for up to one minute. Each round at the end of their turn, an affected creature can repeat the Wisdom saving throw at disadvantage. On a successful save, the effect ends for that creature.
- Salis Ignis A pinch of salis ignis causes the spores to cause increased agony in victims. The target and all adjacent targets also take additional psychic damage equal to half the crafting alchemist's level. If they fail their saving throw, this triggers the additional damage from the hallucinations.
Ichor of Undeath (Elixir)
The creation of undead is not exclusively the domain of the necromantic arts. Alchemists and witch doctors have long known that it is possible to create zombies through application of specific chemical processes and a lengthy period of time. Ichor of Undeath is a concentrated version of that process that happens much more quickly. Ichor of undeath can be applied to a corpse of a Medium or Small humanoid within 5 feet as an action. Over the next 60 seconds, the corpse's body absorbs the ichor and it animates into a zombie which obeys the verbal commands of whoever injected it with the ichor. The ichor loses potency at the next dawn, causing the animate zombie to fall back into a corpse. A given alchemist can only have a number of zombies equal to their Intelligence modifier animated by ichor of undeath at any one time. If a living creature drinks ichor of undeath, they gain some semblance of zombification temporarily. For one hour after consumption, the target has resistance to piercing and bludgeoning damage from nonmagical weapons, and they gain temporary hit points equal to the crafting alchemist's level. When the effect ends, they become poisoned as their body tries to readjust to proper life.
Produced at higher mastery Ichor of Undeath produced by a master instead animates a single zombie for up to one week, or grants the appearance of undeath for 8 hours when drank.
- Distilled Stannium A pinch of distilled stannium preserves the flesh of the zombie, greatly increasing its health. Its current and maximum hit points are increased by 2 per alchemist level possessed by the crafting alchemist. This effect ends the next time the alchemist completes a long rest. As an action, the alchemist can apply the distilled stannium directly to a zombie created by ichor of undeath to produce this effect after the zombie has already been raised. A given zombie can benefit from both distilled stannium and calcinated plumbum.
- Calcinated Plumbum A chunk of calcinated plumbum causes lead deposits to form in the bones of the animated zombie. Its slam attack improves, gaining +2 to hit and increasing the damage to 2d8+4 (or 13). This effect ends the next time the alchemist completes a long rest. As an action, the alchemist can apply calcinated plumbum directly to a zombie created by ichor of undeath to produce this effect after the zombie has already been raised. A given zombie can benefit from both distilled stannium and calcinated plumbum.
Elixir of Flight (Elixir)
With the right combination of ingredients, the alchemist can create a potion that greatly reduces a drinkers weight, allowing them to make impossible jumps almost like flight. For one minute after drinking this elixir, the drinker has a 30 foot fly speed, but they must begin and end their turn on solid ground. If the drinker has a fly speed from another source, their fly speed is instead increased by 15 feet.
Produced at higher mastery An elixir of flight produced by a master alchemist instead grants a 60 foot fly speed or enhances an existing fly speed by 30 feet.
- Vitriolic Tempens By mixing a swirl of vitriolic tempens into the formula, the user gains the potential for true flight for the duration. The drinker no longer needs to begin and end their turn on the ground, and their fly speed increases by an additional 10 feet.
- Argent Dust A pinch of argent dust added to the elixir causes the weightlessness to be transferable. While the elixir lasts, the drinker can use a bonus action on each of their turns to grant the benefits of the elixir to a creature within 5 feet until the end of that creature's next turn.
Chroma Goggles (Device)
Prerequisite: Arcane Lens (Apprentice) The technology behind arcane lenses can be improved upon, not least of which is increasing their function for seeing mundane objects through. The next step in that knowledge are the chroma goggles, a pair of arcane lenses clarified and placed into a frame for easy wearing. While a creature wears these goggles, they gain the following benefits. First, they can sense the location of nearby magical effects, as if concentrating on detect magic. Second, their passive perception increases by +5, as the goggles highlight unusual signatures in non-visable spectrums. And third, as a bonus action, the wearer can remove their disadvantage to attacking an invisible creature they are aware of.
Produced at higher mastery Chroma goggles produced by a master alchemist also reveal all invisible creatures, allowing the wearer to see them normally.
- Aqua Purae A few drops of aqua purae cause the goggles to expand into a wider than normal light spectrum. For one minute, the wielder can see through up to 1 foot of stone, 1 inch of common metal, or 3 feet of wood and dirt. They can only perceive general shapes and magical effects through barriers, not color or detail.
- Geode Arcans A chunk of geode arcans, applied to the goggles, causes them to protect the wearer from gaze attacks and mental effects. For the next 8 hours, the wearer is immune to all gaze attacks and has advantage on saving throws against spells and effects that would cause them to be charmed, frightened, or blinded.
Alchemical Lodestone (Device)
Magnetic forces are not well understood, but alchemists have discovered ways to reproduce them. The main one of these is the alchemical lodestone, a strange magnetic object which responds to the will of its wielder. Alchemical lodestones have a number of charges equal to the alchemical ability modifier of their crafter plus 5. Alchemical lodestones can be used for the following effects:
- Pushing and pulling distant metals As an action, the wielder expends one charge from the lodestone to cause a metallic object within 60 feet to be pushed back 20 feet or pulled 20 feet closer. If the object is worn or carried by a creature, the lodestone loses an additional charge and that creature can make a Strength saving throw to resist this effect. If they fail the save, they can let go of a carried item or be pulled along with it, or are pulled along with a worn item.
- Launching projectiles Treat this use as throwing an alchemical bomb. The wielder can expend one charge from the lodestone and a piece of metallic ammunition or other small piece of metal (such as a ball bearing or caltrop) to make a ranged attack against a target with a short range of 150 and a long range of 600. If the attack hits, the target takes damage equal to 1d12 + the intelligence modifier of the lodestone's wielder.
- Locating metals As an action, the wielder of the lodestone can become aware of any metallic object weighing at least 5 pounds within 30 feet. The range is doubled for each time the object's weight doubles (a 10 pound object can be sensed from 60 feet away, a 20 pound object from 120 feet, and so on). This does not consume a charge.
- Locating North The wielder of the lodestone always knows which direction is magnetic north, without requiring an action or a charge spent.
Produced at higher mastery When an alchemical lodestone is produced by a master alchemist, it has charges equal to 10 plus the alchemical ability modifier, and some of the effects improve. Wielders attempting to push or pull metals worn or carried by other creatures can spend an extra charge to cause those creatures to have disadvantage on their saving throw. The damage when launching projectiles increases to 2d12 plus intelligence modifier. The range when locating metals is doubled.
- Ferris Regia By adding a chunk of ferris regia to the lodestone, the alchemist causes it to gently repel all metals approaching. Attack rolls with metallic weapons against the lodestone's wielder are made at disadvantage for the next minute. When the effect ends, the lodestone loses 5 charges.
- Calcinated Plumbum A chunk of calcinated plumbum. when applied to the lodestone, causes it to gain another ability until the next time the alchemist prepares catalysts. By spending 4 charges, the wielder can cause a metallic object to anchor itself to the world's magnetosphere. The object's weight is multiplied by 10 for one minute. This effect does not prevent the use of other catalysts on the lodestone.
Corroding Paste (Elixir, Transfiguration)
The breaking down of solid materials and oxidizing of metals are essential to alchemy, but only members of the House of Transfiguration truly master these processes. A single dose of corroding paste can be applied to a solid object or wall made of stone, wood, or metal over an area up to 5 feet by 5 feet. When applied the corroding paste rapidly breaks down the object, causing it to turn brittle and easily breakable and reducing its hit points by half. The DC to destroy an object affected by corroding paste is halved, and nonmagical small objects such as locks, weapons, or ammunition are completely destroyed after one minute with the paste applied to them. Applying corroding paste to an unwilling target's items requires an Athletics check opposed by the target's Athletics or Acrobatics check. If the check fails, the paste is not consumed.
- Cupric Ammoniac A few drops of cupric ammoniac increases the corrosion potential of the paste. In addition to its other effects, it deals 10d6 acid damage to a creature wearing armor or wielding a weapon to which it is applied. This damage is increased to 14d6 if produced by a master alchemist.
- Cinnabar Extract A few drops of cinnabar extract protects an object from the paste. By applying both to a weapon, the weapon deals 2d6 acid damage on a successful attack, which is automatically maximized when attacking an object with the weapon. This damage is increased to 3d6 if the paste is created by a master alchemist
Vitalistone (Device, Pharmacology)
A seemlingly simple rock is actually a lesser alchemist's stone, granting increased heartiness to one who wears it close to their skin. Each vitalistone must be attuned to a specific creature when it is created. As long as that creature wears the stone, they gain temporary hit points equal to half their level each time they roll initiative. Additionally, if a source of damage would reduce them to 0 or fewer hit points, they can use their reaction to instead be reduced to 1 hit point, destroying the stone in the process.
Produced at higher mastery When produced by a master alchemist, the stone grants an additional 5 temporary hit points to the wearer, and restores them to 10 hit points when they use their reaction to prevent damage that would reduce them to 0 or fewer hit points.
- Geode Arcans A chunk of geode arcans added to the stone toughens the bones and muscles of the wearer. For one hour after applying the geode arcans, the wearer additionally receives advantage on Strength checks and deals +1 damage when attacking with a strength-based melee weapon.
- Ferris Regia A chunk of ferris regia added to the stone increases the health of the wearer's blood. Whenever they regain hit points from a spell, potion, or alchemical formula, they regain additional hit points equal to their Constitution bonus. This effect lasts for one hour after applying the ferris regia.
Stellar Blast (Bomb, Astrology)
Starlight holds potent magical energies, and they can be captured in specially prepared crystalline liquids. Stellar blast has a short range of 30 feet and a long range of 120 feet. On a hit, it deals 7d8 radiant damage to the target, and the target and adjacent creatures must make a Constitution saving throw. On a failed save, targets are blinded for 1 minute. Shapechangers, fiends, and undead make their saving throws with disadvantage, and take an additional 2d10 radiant damage if they fail their saving throw. Shapechangers that fail their save also revert to their original form and can't assume a different form for 1 minute. Stellar blast can target a space on the ground within 120 feet without requiring an attack roll.
Produced at higher mastery Stellar Blast produced by a master instead deals 9d8 radiant damage to the target and 4d10 additional damage to shapechangers, fiends, and undead.
- Argent Dust A pinch of argent dust greatly enhances the bomb's ability to specially target creatures weak to forms of light. The bonus damage for shapechangers, fiends, and undead is also dealt to any creature with light sensitivity or vulnerability to radiant damage, and it deals the maximum possible amount.
- Auric Oil A few drops of auric oil causes the light to coalesce into a temporary star. A 5 foot radius sphere centered on the target forms, which sheds bright light for 60 feet. Any creature that begins their turn within 5 feet of the sphere takes 1d10 radiant damage and must make a Constitution saving throw or be blinded for 1 minute.
Perfect Solvent (Bomb)
Prerequisite: Alchemical Acid (Apprentice)
One of the great goals of alchemy is creating a formula that perfectly dissolves any object immersed in it. While the limitations of chemistry do not seem to allow such a creation, the addition of magic means it is techically possible. This alchemical bomb has a close range of 30 and a long range of 120. On a hit, it deals 5d6 acid damage and 5d6 force damage, and the target and adjacent creatures must make a Dexterity saving throw. On a failed save, they take additional acid damage equal to your alchemist level and additional force damage equal to your alchemist level. If this damage reduces a target to 0 hit points, they are disintegrated along with all non-magical items they are carrying (as if by the spell disintegrate). Objects targetted by this spell automatically take the full damage of the bomb, and non-magical objects do not benefit from any damage resistance, damage threshold, or damage immunity to acid or force damage when targeted by perfect solvent. If this formula targets an object larger than its area, its damage destroys a 10-foot cube worth of that object. Perfect solvent can target a space on the ground with 120 feet without requiring an attack roll.
- Vitriolic Tempens Air is a force of erosion. A swirl of vitriolic tempens causes this bomb to deal an additional 3d6 acid and 3d6 force damage to all victims, regardless of whether they succeed on their saving throw. The size of destroyed object increases to a 15-foot cube.
- Aqua Purae Water is a force of change. A few drops of aqua purae causes this bomb to convert disintegrated creatures and objects into diamond dust. The dust has a total value equal to 10gp per damage dealt to the creature or object. Creatures have disadvantage on their saving throw against this bomb.
Alchemical Antimatter (Bomb)
Some compounds, when added to their opposite, destroy one another in spectacular explosion. Alchemical antimatter is a special compound whose opposite is any matter. This bomb has a close range of 20 and a long range of 60. On a hit, the bomb annihilates nearby creatures. The target and adjacent creatures must make a Constitution saving throw. The target of a direct hit makes this save with disadvantage. On a failed save, victims take 80 necrotic damage, plus the crafting alchemist's level. On a successful save, they take half damage.
- Salis Ignis Fire is a force of destruction. A pinch of salis ignis causes this bomb to deal an additional 50 damage. If any creature fails their saving throw and has a damage vulnerability, the damage type changes to match that vulnerability.
- Calcinated Plumbum Lead is a force of focus. A chunk of calcinated plumbum causes this bomb to deal no damage to adjacent creatures, but the target of a direct hit takes twice as much damage as normal.
The seasons are a power strongly associated with the travel of celestial bodies, and those celestial bodies are essential in alchemy as well. Clever alchemists have found a way to use those connections to cause bitter winter to descend on a limited area briefly. Winterbite can target any space within 120 feet without requiring an attack roll. It causes everything within 30 feet of its location to instantly be transformed into frigid winter weather for one minute. Creatures in the area when it forms, which begin their turn in the area, or which enter the area on their turn suffer the following effects.
- They must make a Constitution saving throw. On a failed save, they take 3d10 cold damage. On a successful save, they take half damage.
- The area counts as difficult terrain.
- The area impedes vision, causing disadvantage on attack rolls against targets more than 10 feet away.
- Cinnabar Extract Mercury is a force of thought. The user of the Winterbite bomb now additional generates an illusory duplicate out of snow which lasts for the full duration. Treat this as a simulacrum with the following changes: the duplicate must stay within the area of the bomb and the duplicate does not form with spell slots of 6th level or above. When the winterbite bomb's effect ends, the duplicate is destroyed.
- Argent Dust Silver is a force of the subconscious. Creatures affected by the winterbite suffer an additional effect the first time they trigger it. An illusory wolf is summoned to harass them. Until the winterbite effect ends, this illusory wolf attempts to attack them each round, using the crafting alchemist's alchemical ability bonus and proficiency bonus for their attack roll and dealing 2d8 psychic damage on a hit. The wolf cannot be destroyed and pursues creatures even outside of the radius of the winterbite. The crafting alchemist can choose a number of creatures equal to their alchemical ability modifier to be immune to this effect when they add the catalyst to the bomb.
Troll's Blood Elixir (Elixir)
Trolls are famous for their incredible regenerative properties, lending their name to this formula, which is actually a special alchemical compound rather than actual troll blood. The drinker of a troll's blood elixir regains health continuously for one minute. Each round at the start of their turn, provided they are not dead, the drinker regains 5 hit points plus the crafting alchemist's alchemical ability modifier. This effect also causes them to regrow lost limbs over the space of the full minute, or instantly reattach a severed limb if it is held to the stump where it was removed, similar to the regenerate spell. Once a creature has drunk this elixir, they cannot benefit from it again until the next time they complete a long rest.
- Distilled Stannium Tin is a force of growth. A pinch of distilled stannium causes the creature's size to increase by one category for the duration. While their size is increased, their reach increases by 5 feet, they deal an additional 3d6 damage on weapon attacks, and they have advantage on Strength saving throws and Strength checks.
- Geode Arcans Earth is a force of resilience. A chunk of geode arcans causes the troll's blood elixir to grant increased heartiness to the affected creature. In addition to its other effects, the creature gains resistance to all damage and has advantage on Constitution saving throws and Constitution checks for the duration.
Soul Infusion (Elixir)
The soul is a strange property untouchable by science, but the mystic components of alchemy allow a clever alchemist to manipulate it in some ways. A soul infusion can be used in two ways. If drunk by a living creature, that creature gains temporary hit points equal to the crafting alchemist's level for one hour, and benefits from the effects of a revivify spell if it is slain within the next hour. If applied to the body of a creature that has died within the last 10 days, it forms a link between that body and its departed soul, reproducing the effects of a raise dead spell.
- Auric Oil Gold is a force of personal power. A few drops of auric oil causes the infusion to restore a creature to half of their maximum hit points when it expires, when its effect triggers to revivify the creature, or when the creature is raised from the dead, and removes the penalties associated with being raised from the dead entirely.
- Cupric Ammoniac Copper is a force of harmony. A soul infusion combined with a few drops of cupric ammoniac gains a different power. The drinker of this new formula gains the ability to unerringly travel to any plane whose alignment matches their own, taking up to 8 passengers with them. An alchemist additionally travel to the elemental plane of fire, earth, water, or air by spending a second catalyst of the corresponding element when they travel. Once creatures have traveled in this way, they must consume another soul infusion combined with cupric ammoniac to return.
Alchemist's Stone (Device)
This strange iridescent stone is a crystalline representation of all that alchemy is capable of. An alchemist's stone (also known as a philosopher's stone) has 5 charges plus the crafting alchemist's alchemical ability modifier. Unlike other alchemical devices, the alchemist's stone does not fully lose its potency after one day. Instead, all of its charges are lost whenever it would normally lose potency. An alchemist cannot produce multiple stones simultaneously. Instead, each time they produce this formula, a number of charges equal to their alchemical ability modifier are added to the stone (a stone can hold any number of charges). The alchemist's stone grants certain benefits when worn close to the skin.
- The wearer of an alchemist's stone does not age on any day when they wear the stone, nor do they need to consume food or drink on that day. This effect functions even if the stone has no charges.
- By expending one charge from the stone, the wearer can reduce their physical age by one day. They cannot reduce their age below the youngest adult age for their race in this fashion.
- By expending three charges from the stone, the wearer can spend hit dice as if they had completed a short rest. These hit dice are recovered in the normal way.
- By expending two charges from the stone, the wearer can cause one weapon or piece of ammunition to become magical and grant a +2 bonus to attack and damage rolls for one hour. This effect does not work on magical weapons and does not stack with other effects that cause weapons to become magical.
- By expending one charge from the stone, the wearer can create 10d10 gold pieces worth of valuable gemstones, gold dust, or other similar rare materials. These materials retain residual magic, and cannot be used as spell components until 24 hours have passed.
- Auric Oil Gold is a force of personal perfection. A few drops of auric oil, combined with four charges from the stone, increases the current and maximum hit points of the wearer by 20 until the next time they complete a long rest or the stone loses potency.
- Ferris Regia Iron is a force of energy. A chunk of ferris regia, combined with four charges from the stone, allows a spellcaster to recover one spell slot of 5th level or lower, or allows an alchemist to instantly create two catalysts which they know.