Alchemist 5e

by CallMeCal

Search GM Binder Visit User Profile
Alchemist

Alchemist

A n elderly gnomish man squints through his spectacles, adjusting the temperature on the bubbling alembic on the table in front of him. After decades of study, years of preparation, and months of dedicated hard work, it is finally time. The dark green liquid slowly turns a deep purple, then froths up into a sickly yellow, then flashes a brilliant silver, before finally condensing into a blood red solid at the bottom of the glass. When the process is finally complete, the gnome sits back in his chair, smiling broadly. He reflects that all that effort was worth it, as his gaze locks on his first ever Philosopher's Stone.

The Magical Scientist

Alchemists are students of the natural sciences, the laws that govern the physical world, and the arcane mysteries that pervade them both. They learn through careful study how to combine various material components, rare ingredients, and special reagents to create Extracts, which are like spells in liquid form, similar to potions but unique to the Alchemist.

Creating an Alchemist

The path of the Alchemist is one of dedicated study and hard work. What attracted your character to the natural sciences? When did you get your first set of alchemist's supplies? Were you perhaps apprenticed to a wizard or potionmaker?

Quick Build

Intelligence should be your highest ability score, followed by Dexterity (or Strength if you plan to focus on the Bull's Strength Mutagen).

Class Features

As an Alchemist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Alchemist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Alchemist level after 1st

Proficiencies


  • Armor: Light
  • Weapons: Simple weapons
  • Tools: Herbalism kit, alchemist's supplies, and one other tool of your choice

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • an herbalism kit and alchemist's supplies
  • Leather armor, two daggers, and a component pouch

Alchemical Magic

Alchemists use a blend of magic and science to perform feats which are very similar to spellcasting. All Alchemist spells (including cantrips) have a Material component, even if the spell usually does not, and are cast by mixing these components into an Extract, which is then usually drunk, though it can be smeared or thrown, depending on the spell.

Cantrips

You know three cantrips of your choice from the Alchemist spell list. You learn an additional Alchemist cantrip of your choice at 4th level and again at 10th level.

You use Cantrips the same way you use extracts of 1st level and higher, but you do not have to keep track of preparing them.

Formulaebook

At 1st level, you have a Formulaebook containing six 1st level Alchemist spells of your choice.

Each time you gain an Alchemist level, you can add two Alchemist spells of your choice to your Formulaebook. These spells must be of a level for which you can prepare extracts, as shown on the Alchemist table. On your adventures, you might find other spells that you can add to your Formulaebook (see the "Your Formulaebook" sidebar).

Extracts

The Alchemist table shows how many levels of extracts you can have prepared at a time, as well as the maximum level of extract you can prepare. For example, at 3rd level you can have any number of extracts prepared whose combined total spell levels are less than or equal to 8, each of which can be 1st- or 2nd-level. At 11th, 13th, 15th, and 17th level you gain the ability to prepare additional extracts that don't count against this amount. For example, at 13th level you can have 33 total levels of extracts prepared at a maximum of 5th-level each, plus one 6th-level extract and one 7th-level extract.

You can prepare extracts at the end of a short or long rest; you must spend at least 30 minutes of the rest in concentration with your Formulaebook and Alchemist's Supplies in order to do so. When you prepare an extract, you can prepare it at a higher level so that when it is used the spell is cast as though using a higher level spell slot. If you prepare more extracts than your allowed maximum, a number of your extracts of your choice immediately become inert and useless so that you only have your allowed number of extracts prepared. Once you prepare an extract at 6th-level or higher, you can't prepare another extract at that level until you finish a long rest.

You spend all spell components when preparing the extract, after which the spell is ready to be cast at any time. You must make all choices for the spell (other than target) when preparing the extract (e.g., choosing between Enlarge and Reduce).

Extracts detect as magical as though they were potions. Extracts with detrimental effects also detect as poisons.

The spell is cast by using the extract as an action, which usually requires drinking it, smearing it on a creature or object, spraying it from its container, or throwing it at a target (as indicated in the Alchemist spell list). Using an Extract counts in all ways as casting a spell (it can be countered with counterspell, for example), but

does not require components--as these were spent when preparing the extract--and can be done by anyone capable of drinking, smearing, spraying, or throwing it. The user uses their own game statistics for throwing or smearing, but the spell is cast using your game statistics no matter who uses the extract.

Concentration spells use your concentration no matter who uses the extract. Be careful who you give your concentration extracts to!

Your Formulaebook

The spells that you add to your Formulaebook as you gain levels reflect the alchemical research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the physical world. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find an Alchemist spell of 1st level or higher, you can add it to your Formulaebook if it is of a level for which you can prepare extracts and if you can spare the time to decipher and copy it.

Copying a spell into your Formulaebook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the spellcaster who wrote it. You must practice the formula until you understand the steps and ingredients required, then transcribe it into your Formulaebook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the extract just like your other spells.

You can follow this same process to reverse engineer a potion you find, spending the same amount of time and gold to reverse engineer the formula for preparing that potion as an extract, assuming it has an equivalent Alchemist spell.

Replacing the Book. You can copy a spell from your own Formulaebook into another book - for example, if you want to make a backup copy of your Formulaebook. This is just like copying a new spell into your Formulaebook, but faster and easier, since you understand your own notation and already know how to brew the extract. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your Formulaebook, you can use the same procedure to transcribe the extracts that you have prepared into a new Formulaebook. Filling out the remainder of your Formulaebook requires you to find new spells to do so, as normal. For this reason, many Alchemists keep backup Formulaebooks in a safe place.

The Book's Appearance. Your Formulaebook is a unique compilation of alchemical formulae, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous Formulaebook in a mishap.

Spellcasting Ability

Intelligence is your spellcasting ability for your Alchemist spells, since you learn your spells through dedicated study 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 an extract you prepare or cantrip you cast.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier


You do not make spell attacks as an Alchemist. Instead, your extracts have up to four methods of use from among drink, smear, spray, or throw, all described at the start of the Alchemist Spell List after this class description.

Discoveries

In your studies of the natural sciences, you have unearthed alchemical discoveries, fragments of hidden knowledge about the nature of science and magic.

At 2nd level you gain two Discoveries of your choice. Your Discovery options are detailed at the end of the class description. When you gain certain Alchemist levels, you gain additional Discoveries of your choice, as shown in the Discoveries column of the Alchemist table.

Focus of Study

At 3rd level, you choose a focus of study from among Bombardier, Experimenter, Healer, Mutagenic, or Poisoner, detailed below. Your Focus of Study grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

Ability Score Improvement

At 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.


Multiclassing

Prerequisites

To qualify for multiclassing into the Alchemist class, you must meet these prerequisites:
Intelligence 13 or higher.

Proficiencies

When you multiclass into the Alchemist class, you gain the following proficiencies:
Herbalism Kit, Alchemist's Supplies

Spellcasting

If you have spell slots from another class, you can expend one while preparing an extract of the slot's level. If you do, that extract does not count against your number of prepared extracts, but it becomes inert when you regain the expended spell slot.

Alchemist
Level Proficiency
Bonus
Features Discoveries Cantrips
Known
Levels of
Extracts
Max Extract
Level
1st +2 Alchemical Magic 3 2 1st
2nd +2 Discoveries 2 3 4 1st
3rd +2 Focus of Study 2 3 8 2nd
4th +2 Ability Score Improvement 2 4 10 2nd
5th +3 3 4 14 3rd
6th +3 Focus of Study Feature 3 4 16 3rd
7th +3 4 4 20 4th
8th +3 Ability Score Improvement 4 4 22 4th
9th +4 5 4 26 5th
10th +4 Focus of Study Feature 5 5 28 5th
11th +4 Additional Extract (6th Level) 5 5 30 5th
12th +4 Ability Score Improvement 6 5 32 5th
13th +5 Additional Extract (7th Level) 6 5 33 5th
14th +5 Focus of Study Feature 6 5 34 5th
15th +5 Additional Extract (8th Level) 7 5 35 5th
16th +5 Ability Score Improvement 7 5 36 5th
17th +6 Additional Extract (9th Level) 7 5 37 5th
18th +6 Focus of Study Feature 8 5 38 5th
19th +6 Ability Score Improvement 8 5 39 5th
20th +6 11 5 40 5th

Focus of Study

Bombardier

Bombardiers focus on turning their acid splash cantrip into dangerous chemical bombs.

Splash Specialty

You learn the acid splash cantrip. (If you already know it, you learn another Alchemist cantrip of your choice.) This does not count against your Cantrips Known.

You gain the Splash Specialty Discovery. (If you already have it, you gain another Discovery of your choice.) This does not count against your number of Discoveries.

Bonus Discoveries

At 3rd, 6th, 10th, 14th, and 18th levels, you gain a Bonus Discovery. This must be a Discovery marked with a (B). Bonus Discoveries do not count against your number of Discoveries.

Quick Splash

Starting at 6th level, you can cast acid splash as a bonus action.

Arcing Throw

Starting at 10th level, your thrown extracts ignore half or 3/4 cover.

Long Lob

At 14th level, increase both range increments of your thrown extracts by 10 feet.

Massive Splash

Starting at 18th level, acid splash can target any number of creatures within a 5-foot radius. (The Large Splash Discovery increases this radius by 5 feet, or 10 feet if you have it twice.)

Experimenter

Experimenters use wild concoctions to produce chaotic results.

Wild Magic Surge

Immediately after one of your extracts of 1st level or higher is used, the DM can have you roll a d20. If you roll a 1, roll on the appropriate Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect cannot be applied to its target as written, roll for a new effect. If the effect is a spell, it uses your Alchemist spell save DC. If it normally requires concentration, it lasts for its full duration in this instance without requiring concentration.

Wild Extract

When you prepare extracts, the DM chooses an Alchemist spell of a level you could prepare, either specifically or at random. You prepare an additional extract of this spell that doesn't count against your number of extracts prepared. The DM can have you roll on the Wild Magic Surge table immediately after this extract is used.

Wild Magic Surge (Drink)
d20 Effect
01 Roll on this table at the start of each of your turns for one minute, ignoring this result on subsequent rolls.
02 See Invisibility is cast on the extract's target.
03 Roll a d10. The extract's target's height changes by a number of inches equal to the roll. If the roll is odd, they shrink. If the roll is even, they grow. A remove curse spell returns their height to normal.
04 For one minute, the extract's target regains 5 hit points at the start of each of its turns.
05 The extract's target grows a long beard made of feathers that remains until they sneeze, at which point the feathers explode out from their face.
06 The extract's target's skin turns a vibrant shade of blue. A remove curse spell returns their skin to normal.
07 An eye appears on the extract's target's forehead for one minute. During that time, they have advantage on Wisdom (Perception) checks that rely on sight.
08 The extract casts a second time 1d6 minutes from now.
09 The extract's target is transported to the Astral Plane until the end of their next turn, after which time they return to the space they previously occupied or the nearest unoccupied space if that space is occupied.
10 The DM chooses an Alchemist spell with the Drink method, either specifically or at random. That spell is cast on the same target as the triggering extract.
11 The extract's target regains 2d10 hit points.
12 Roll a d10. The extract's target's age changes by a number of years equal to the roll. If the roll is odd, they get younger (minimum 1 year old). If the roll is even, they get older. A remove curse spell returns their age to normal.
13 The extract's target can't speak for one hour. Whenever they try, pink bubbles float out of their mouth.
14 If the extract's target dies within the next minute, they immediately come back to life as if by the reincarnate spell.
15 For one hour, the extract's target must sing when they speak.
16 The extract's target's hair falls out, then grows back over the next 24 hours.
17 The extract's target is frightened by the nearest creature until the end of their next turn.
18 The extract's target gains resistance to a random damage type for one minute.
19 Choose an effect from 02 to 18.
20 The extract reappears on your person as though it had not been drunk yet.
Wild Magic Surge (Smear)
d20 Effect
01 Roll on this table at the start of each of your turns for one minute, ignoring this result on subsequent rolls.
02 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of the extract's target, then disappears one minute later.
03 Confusion is cast centered on the extract's target.
04 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of the extract's target and are frightened of the user. They vanish after one minute.
05 For one minute, every magic item within 60 feet of the extract's target glows as though targeted by a light spell.
06 A unicorn controlled by the DM appears in an unoccupied space within 5 feet of the extract's target, then disappears one minute later.
07 A spectral shield hovers in the extract's target's space for one minute, granting any creature in that space a +2 bonus to AC and immunity to magic missile.
08 The extract's target glows with bright light in a 30-foot radius for one minute. Any creature that ends its turn within 5 feet of the light's source during that time is blinded until the end of its next turn.
09 For the next minute, any flammable object that touches the extract's target that isn't being worn or carried by a creature bursts into flame.
10 The DM chooses an Alchemist spell with the Smear method, either specifically or at random. That spell is cast on the same target as the triggering extract.
11 Each creature within 30 feet of the extract's target becomes invisible for one minute. The invisibility ends on a creature when it attacks or casts a spell.
12 Illusory butterflies and flower petals flutter in the air within 10 feet of the extract's target for 10 minutes.
13 A random creature within 60 feet of the extract's target becomes poisoned for 1d4 hours.
14 The extract's target is surrounded by faint, ethereal music for 10 minutes.
15 Each creature within 30 feet of the extract's target gains vulnerability and loses any resistance or immunity to a random damage type for one minute.
16 A random creature within 30 feet of the extract's target is polymorphed into a rabbit for one hour.
17 Fly is cast on a random creature within 60 feet of the extract's target.
18 Two random creatures within 60 feet of the extract's target teleport to trade places.
19 Choose an effect from 02 to 18.
20 The extract reappears on your person as though it had not been smeared yet.
Wild Magic Surge (Throw)
d20 Effect
01 Roll on this table at the start of each of your turns for one minute, ignoring this result on subsequent rolls.
02 A tangler grenade detonates centered on the extract's target.
03 Fireball is cast centered on the extract's target.
04 The extract is thrown again from its target to a random second target within range.
05 Each creature within 30 feet of the extract's target gains 2d4 temporary hit points.
06 Fog cloud is cast centered on the extract's target.
07 A bolt of lightning connects each creature within 10 feet of the extract's target with its thrower, dealing 2d8 lightning damage to each of those creatures.
08 Each creature within 30 feet of the extract's target takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
09 The extract is immediately cast again, targeting its thrower.
10 The DM chooses an Alchemist spell with the Throw method, either specifically or at random. That spell is cast on the same target as the triggering extract.
11 Daylight is cast centered on the extract's target.
12 Each creature within 30 feet of the extract's target is covered head to toe with harmless pox. The pox remain for 1d6 days or until the creature is cured of disease.
13 Grease is cast centered on the extract's target.
14 Wildflowers sprout from the ground in a 30 foot radius of the extract's target.
15 Darkness is cast centered on the extract's target.
16 A 5 foot radius storm cloud appears between 10 and 100 feet above the extract's target. For one minute it pours rain that soaks clothing and extinguishes unprotected flames, and flashes with harmless lightning and thunder.
17 Magic missile is cast as a 5th-level spell from the extract's target's location. Each missile's target is chosen at random.
18 1d6 sprites controlled by the DM appear in unoccupied spaces within 60 feet of the extract's target and are hostile to the thrower. They vanish after one minute.
19 Choose an effect from 02 to 18.
20 The extract reappears on your person as though it had not been thrown yet.

Wild Metamagic

At 3rd level, choose two Metamagic options from those available to a Sorcerer. At 6th and 14th levels, choose an additional option. Whenever you use an extract, you can apply one of your Metamagic options to it. Once you do, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after one of your extracts of 1st-level or higher is used. You then regain the use of this feature.

Wild Discoveries

At 6th and 14th levels, the DM chooses a bonus Discovery for you, either specifically or at random. The DM can re-choose this Discovery whenever you finish a short or long rest.

Controlled Chaos

At 10th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on a Wild Magic Surge table, you can roll twice and use either result.

Starting at 18th level, you can roll three times and choose any result when you roll on a Wild Magic Surge table. In addition, when the DM makes a choice for your Wild Extract or Wild Discovery, they make two choices and you choose one of them.

Healer

Healers focus on restoration, regeneration, and resurrection.

Healing Draught

At 3rd level, you gain the Healing Draught Discovery, and you gain it again at 6th level. These do not count against your number of Discoveries, nor the number of times you can take the Healing Draught Discovery.

You also learn the spare the dying (drink) cantrip.

Expanded Formulae

The following spells can be added to your Formulaebook as though they were on the Alchemist Spell List:

Spell Level Spells
1st Sanctuary (Drink)
2nd Aid (Smear)
3rd Animate Dead (Smear), Revivify (Drink)
4th Death Ward (Drink)
5th Raise Dead (Drink)
6th Heal (Drink), Heroes' Feast (Smear)
9th Power Word Heal (Drink)

Healthy Broth

At 6th level, you gain the ability to use Alchemist's Supplies to brew a Healthy Broth during a short rest. You can brew enough for up to 12 people plus yourself, and anyone who consumes some of this broth heals an additional 1d6 hit points during the rest. This die increases to 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level. Any broth not consumed during the same rest when it was brewed spoils and becomes worthless.

Curative Tonic

Starting at 10th level, when a creature drinks one of your cure wounds extracts, you can also cure one disease, neutralize one poison, or end one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

Internal Healing

At 14th level you gain the Regeneration Discovery, which does not count against your number of Discoveries. Until you reach 18th level, your Regeneration only functions when you are below half your hit point maximum and are not incapacitated.

Philosopher's Stone

At 18th level, you gain the Philosopher's Stone Discovery. This does not count against your number of Discoveries.

In addition to its other effects, you can use a Philosopher's Stone once per day to cast regenerate or resurrection as a ritual without needing any other material components.

Mutagenic

Mutagenic Alchemists focus on twisting their own bodies into new and more powerful forms.

Mutagen

You add enhance ability to your Formulaebook. When you prepare extracts, you can prepare a special extract of enhance ability called a Mutagen, which does not count against your prepared extracts.

Your Mutagen must be prepared as Bear's Endurance, Bull's Strength, or Cat's Grace, gives advantage on saving throws as well as ability checks, and does not require concentration (you can end it early as a bonus action). It gains additional properties as you gain levels in this class. Your Mutagen has no effect if consumed by a creature other than yourself, except to cause them to vomit it up immediately.

You can only have one Mutagen prepared at a time.

Bonus Discoveries

At 3rd, 6th, 10th, 14th, and 18th levels, you gain a Bonus Discovery. This must be a Discovery marked with an (M). Bonus Discoveries do not count against your number of Discoveries, but only take effect during your Mutagen.

Improved Mutagen

At 6th level, your Mutagen gains the following effects:

Bear's Endurance: Once per round, you can give yourself resistance to all damage from a single attack.

Bull's Strength: Once per round, you can give yourself Advantage on one Strength-based attack.

Cat's Grace: Once per round, you can give yourself Advantage on one Dexterity-based attack.

Greater Mutagen

Starting at 10th level, you can use your Improved Mutagen feature twice per round, and your Mutagen gains the following effects:

Bear's Endurance: If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this effect after the first, the DC increases by 5. Each time you drink a Bear's Endurance Mutagen, the DC resets to 10.

Bull's Strength: Add 1d6 to all damage rolls with Strength-based attacks.

Cat's Grace: You can make one Dexterity-based attack as a bonus action.

Additional Mutagen

Starting at 14th level, you can prepare and keep up to two Mutagens at once. Starting at 18th level, you can prepare and keep up to three Mutagens at once.

Ultimate Mutagen

At 18th level, your Mutagen gains the following effects:

Bear's Endurance: Roll your maximum hit dice and add the results. You gain that many temporary hit points.

Bull's Strength: You gain the effects of an enlarge spell, which can stack with up to one additional instance of enlarge.

Cat's Grace: You gain the effects of a haste spell, which can stack with up to one additional instance of haste.

Poisoner

Poisoners focus on creating venoms and toxins to cripple their enemies from within.

Poison Brewer

You gain proficiency with the Poisoner's Kit, and can use Alchemist's Supplies as though they were a Poisoner's Kit.

Any time you prepare an extract or cast an Alchemist cantrip that deals damage, you can choose for it to deal poison damage instead of its normal damage type.

You add inflict wounds (drink) to your Formulaebook. At 6th level it gains the (smear) method, and at 10th level it gains the (throw) method. Starting at 14th level it can be applied to a weapon or three pieces of ammunition as though it were an injury poison.

Toxin Tolerance

At 6th level you gain the Toxin Tolerance Discovery. (If you already have it, you gain another Discovery of your choice.) This does not count against your number of Discoveries.

At 10th level, you gain the Toxin Tolerance Discovery a second time. (If you already have it twice, you gain another Discovery of your choice.) This does not count against your number of Discoveries.

Blood Tincture

At 6th level, you learn how to deliver extracts through the bloodstream rather than the digestive system. As an action, you can smear any drink extract you have prepared on a piercing or slashing weapon; the next time that weapon deals damage to a creature within one minute of applying the extract, its spell is cast on the creature dealt damage this way. After the spell is cast this way or after one minute has passed since the application, the extract becomes inert.

Starting at 14th level, the extract becomes inert after the second casting instead of the first.

Concentrated Venom

Starting at 10th level, any time a creature is subjected to poison damage from a poison you crafted, an extract you prepared, or an Alchemist cantrip you cast, it must make a Constitution save at your Alchemist spell save DC or become poisoned for one minute. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Crippling Venom

Starting at 14th level, any time a creature is subjected to poison damage from a poison you crafted, an extract you prepared, or an Alchemist cantrip you cast, it must make a Constitution save at your Alchemist spell save DC or be subjected to your choice of one of the following conditions:

  • Blinded or Deafened for one minute.
  • Stunned for 1d4+1 rounds.
  • Paralyzed until the end of its next turn.

The creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Poison Mastery

Starting at 18th level, any time you deal or take damage from a poison, toxin, venom, or similar (regardless of damage type) you can roll for the results twice and choose either total.

Alchemist Discoveries

(B): Can be taken as a Bombardier Bonus Discovery.
(M): Can be taken as a Mutagenic Bonus Discovery. If you take one of these as a normal Discovery, you can choose for it to count as a Mutagenic Bonus Discovery for the purpose of meeting prerequisites. If you do, it only takes effect during your Mutagen.

Each Discovery can be taken only once unless noted otherwise. Each time you gain a level in this class, you can replace one of your Discoveries with a new Discovery you could learn at that level.

Ability Score Improvement (M)

One of your Ability Scores increases by 2. This can raise an ability score beyond 20 only if you take it as a Mutagenic Bonus Discovery. You can take this Discovery up to six times, choosing a different ability score each time.

Aquatic Adaptation (M)

You sprout obvious gills on your neck and webbing between your fingers. You can breathe water as easily as air and gain a swimming speed equal to your walking speed.

Awakened Intellect

Prerequisite: 18th level

Your Intelligence Score and Maximum Intelligence Score increase by 2. You can take this Discovery up to twice.

Celerity (M)

Prerequisite: 14th level, Mutagenic Bonus Discovery

You gain the effects of a haste spell.

Cognitive Sacrifice (M)

Prerequisite: Mutagenic Focus of Study

When you prepare a Mutagen, choose a number from 0 to 4. When you drink that Mutagen, for its duration the relevant Ability Score and Maximum Ability Score are increased by that number, and your Intelligence, Wisdom, and Charisma scores are each decreased by twice that number, to a minimum of 1.

Create Familiar

You can cast find familiar as a ritual using Alchemist's Supplies. Your familiar's type is monstrosity instead of celestial, fey, or fiend.

Darkvision (M)

You can see in dim light within 60 feet of you as though it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

If you already have Darkvision, its range increases by 60ft.

Elemental Resistance (M)

You gain resistance to your choice of acid, cold, fire, or lightning damage. If you already have permanent resistance to the chosen damage type (such as from a racial feature or from taking this Discovery a previous time, but not from a potion or spell) you gain immunity to that damage type instead. You can take this Discovery up to four times.

Elemental Splash (B)

Prerequisite: acid splash cantrip

Choose one damage type from among cold, fire, lightning, necrotic, and poison. When you cast acid splash, you can have it deal damage of the chosen type instead of acid.

You may take this Discovery multiple times, choosing a different damage type each time.

Extra Limb (M)

You grow an extra arm. This arm can have any aesthetic form you choose (octopus tentacle, chimpanzee arm, spider leg, etc.) and can sprout from any part of your torso you choose (lower back, chest, shoulderblade, etc.), but it uses the same game statistics as your normal arms.

This allows you to hold an additional object, or to have a hand free while holding objects in two hands. In addition, you can make an unarmed strike with this limb as a bonus action.

At DM discretion, this arm can grant you advantage or disadvantage on certain rolls, such as advantage on Athletics for climbing or disadvantage on Persuasion for diplomacy. It also almost certainly means non-magical armor will have to be custom tailored to fit you.

You can take this Discovery a second time at 5th level or as a Mutagenic Bonus Discovery, gaining a second additional limb. You can attack twice, instead of once, when you take the Attack action on your turn; each attack must be made with a different limb.

You can take this Discovery a third time at 11th level or as a Mutagenic Bonus Discovery, gaining a third and fourth additional limb. The number of attacks per Attack action increases to three, though each attack must still be made with different limbs.

Extract Trap

You can spend 1 to 20 minutes rigging a trap—utilizing your choice of a pressure plate or tripwire on a floor or a latch trigger on a door or chest—and set one of your Smear, Spray, or Throw extracts within it. The DC to spot and to disarm the trap are equal to 8 + your Proficiency bonus + half the number of minutes you spend rigging it (round down). When the trap is triggered, the extract is Smeared, Sprayed, or Thrown from the trap's space at the triggering creature. If the trap must make an attack, it uses your Dexterity modifier and Proficiency bonus.

Growth (M)

Prerequisite: 6th level, Mutagenic Bonus Discovery

You gain the effects of an enlarge spell.

Healing Draught

When you prepare extracts, you can prepare up to two spell levels of cure wounds extracts that don't count against your levels of extracts prepared. Each time you take this Discovery (up to three times total), the maximum number of spell levels of cure wounds extracts you can have prepared at a time is increased by two. You still can't prepare a cure wounds extract at a higher level than you could prepare any other extract.

Heavy Splash (B)

Prerequisite: 5th level, acid splash cantrip

When you take this Discovery, your acid splash damage die becomes a d8 instead of a d6. You can take this Discovery a second time at 10th level, changing the die to a d10, and a third time at 15th level, changing the die to a d12.

Large Splash (B)

Prerequisite: acid splash cantrip

When you cast acid splash, you can target up to three creatures, so long as all three are within a 5 foot radius. Taking this Discovery a second time increases the number of target creatures to four.

Long Range Thrower (B)

Thrown weapons with a range of (20/60) and Alchemist extracts with the throw method have a range of (30/120) instead of (20/60) when you throw them.

Masked Draught

Prerequisite: 5th level

You can prepare a special 3rd-level extract that, when mixed with another one of your extracts, prevents both from being detected. Nonmagical detection (such as taste or smell) and magical detection of 3rd-level or lower automatically fails. Magical detection of 4th-level or higher must succeed on a spellcasting ability check against your Alchemist Spell Save DC to detect.

Mixed Drink

Prerequisite: 9th level

You can prepare a special Mixed Extract, which combines two different extracts in one. Both extracts must have the drink method and be prepared at the same level (maximum 5th), and neither can be a Mutagen. This counts as a single extract for determining how many levels of extracts you have prepared, but you can only have one Mixed Extract prepared at a time. Drinking this Mixed Extract casts and targets the drinker with both spells at once.

Mutant Rage (M)

Prerequisite: Mutagenic Focus of Study

When you drink your Mutagen, you enter a Rage as the Barbarian feature. If you have the Rage feature from another source, any effects that apply to that rage also apply here.

Permanency

Prerequisite: 18th level

When you prepare an extract with a duration longer than instantaneous that does not require concentration, you can replace its duration with "Until dispelled". After you use this feature, you must complete a long rest before you can do so again. You cannot apply this feature to a Mutagen.

Philosopher's Stone

Prerequisite: 18th level

You create a Philosopher's Stone, which looks like a rough-cut blood-red gemstone about the size of a chicken egg.

Once per day during a short rest, you can use a Philosopher's Stone and Alchemist's Supplies and 1,000 gp worth of rare ingredients and special reagents (which the process consumes) to brew 8 ounces of a liquid called the Elixir of Life, which looks like softly glowing liquid gold and tastes like celestial honey. Drinking 8 ounces of this liquid halts all aging, including magical aging, for one week. There is no benefit to drinking the Elixir of Life in greater quantities or frequency than 8 ounces per week.

In addition, once per day during a short rest you can use a Philosopher's Stone and Alchemist's Supplies to transmute up to 1,000 gp worth of solid gold from the same weight of lesser metals.

If you lose your Philosopher's Stone, you can create a new one over the course of a year, during which you must spend at least 1,000 cumulative hours of concerted effort and 100,000 gp of rare ingredients and special reagents. You can also create another Philosopher's Stone by taking this Discovery a second time. (This does not allow you to use a Philosopher's Stone more often, but it gives you a backup in case you lose one.)

Practiced Digestion

Prerequisite: 5th level

When you consume a potion, poison, extract, etc. that rolls dice to determine its effects (such as healing or damage), you can roll for the effects twice and choose either result.

Quick Quaff

Prerequisite: 5th level

You can drink a potion or extract as a bonus action. You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Regeneration (M)

Prerequisite: 18th level or 9th level and Mutagenic Bonus Discovery

You regain hit points equal to your Constitution modifier at the start of each of your turns. When you take this Discovery, choose two damage types (such as fire or acid). When you take damage of either type, your Regeneration does not function on your next turn. You can regrow missing limbs, including your head, regaining one missing limb per short rest. You need only make death saving throws on turns where your Regeneration does not function.

If you have or gain resistance or immunity to one or both of the chosen damage types from a permanent feature (such as from race or class, but not from a spell or potion), the DM can have you choose a different damage type to replace it.

Slow Release

The duration of extracts you prepare is doubled.

Splash Specialty (B)

Prerequisite: acid splash cantrip

When you deal damage with acid splash, add your Intelligence modifier to the damage roll.

Thousand Faces (M)

Prerequisite: 12th level or Mutagenic Bonus Discovery

You can cast alter self (change appearance) at will.

Timeless Body

Prerequisite: 15th level

Choose one of the following:

  • For every 10 years that pass, your body ages only 1 year.
  • You suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.

Tooth and Nail (M)

You grow claws, fangs, spines, horns, or a different natural weapon of your choice. You can use this natural weapon to make unarmed strikes that deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. The natural weapon is magic, and you have a +1 bonus to the attack and damage rolls you make using it.

Toughened Hide (M)

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. If you take this Discovery a second time, the resistance also includes magical weapons.

Toxin Tolerance (M)

You gain resistance to poison damage and advantage on saving throws to avoid the poisoned condition. If you take this Discovery a second time, you gain immunity to poison damage and to the poisoned condition.

Wings (M)

Prerequisite: 9th level or Mutagenic Bonus Discovery

You grow a pair of wings from your back. These wings can have any aesthetic form you choose (raven, bat, dragonfly, etc.). They can be hidden beneath heavy clothing or a cloak, but must be free to be functional. While free, these wings grant you a flying speed of 30 feet if you are not wearing heavy armor.

Alchemist Spell List

Alchemist spells prepared as extracts or cast as cantrips can be used in one of up to four ways, called a "method". These methods are drink, smear, spray, and throw.

Drink

Spells with the drink method are cast when the extract is consumed by a creature, and target the creature who consumes it. Such an extract can be mixed into food or drink without changing its effectiveness, but if mixed into a potion or another extract, both become inert (or explode or have other effects, at DM discretion).

Smear

Spells with the smear method are cast when the extract is applied to a creature, object, or surface, and target the creature or object or point on the surface it is applied to, depending on the spell. If the target is unwilling, you must hit it with a melee attack (you can use Strength or Dexterity for this attack; Alchemists are proficient with this attack, others generally are not). If you miss, the extract is spilled and lost.

Spray

Spells with the spray method are cast by opening the extract's container, and the effect is pointed in the direction of the container's opening. If the extract's container is being held by a creature, that creature chooses the direction to point the extract's opening. If the extract's container is held by an object (such as a trap), the creature who set the extract in the object set the direction of the opening when they did so. If the extract is not held when it is opened, or if it is opened in such a way that it has no specific opening (such as the container being destroyed), its effect is pointed in a random direction.

If a spell with the spray method would normally make a spell attack, it uses a Dexterity saving throw instead.

If a spell with the spray method has only one target, the creature holding the extract's container chooses the target. If the extract's container is not being held by a creature, the closest target in range is targeted.

Throw

Spells with the throw method are cast by throwing the extract at a target, which can be a creature or object or a point in space within range, depending on the spell.

Spells with the throw method that use a spell attack or that automatically hit a target have a range of (20/60) regardless of the spell's listed range, and are delivered with a Dexterity-based ranged attack (Alchemists are proficient with this attack, others generally are not). A willing target can cause their Dexterity modifier to be subtracted from, rather than added to, their AC for the purpose of this attack.

Spells with the throw method that use a saving throw and do not target an area have their range altered as above; after the first range increment, the targets have advantage on their saving throw.

Spells with the throw method that target an area have a maximum range as the second range increment above.

Cantrips (0-Level) Method
Acid Splash Throw
Blade Ward Drink
Create Bonfire Smear, Throw
Frostbite Spray, Throw
Guidance Spray
Light Smear
Lightning Lure Spray
Magic Stone Smear
Mending Smear
Poison Spray Spray
Prestidigitation Smear, Throw
Primal Savagery Drink
Produce Flame Smear
Resistance Spray
Sapping Sting Throw
Shocking Grasp Smear
Thunderclap Throw
1st-Level Method
Alarm Smear
Animal Friendship Drink
Armor of Agathys Smear
Burning Hands Spray
Cause Fear Drink
Chaos Bolt Throw
Chromatic Orb Throw
Color Spray Spray
Comprehend Languages Drink
Detect Magic Drink
Disguise Self Drink
Distort Value Smear
Entangle Throw
Expeditious Retreat Drink
Faerie Fire Throw
False Life Drink
Fog Cloud Throw
Frost Fingers Spray
Gift of Alacrity Drink
Grease Throw
Heroism Drink
Illusory Script Smear
Jump Drink
Longstrider Drink
1st-Level Method
Mage Armor Drink
Magnify Gravity Throw
Protection from Evil and Good Drink, Smear
Purify Food and Drink Smear
Sanctuary Drink
Sleep Drink
Tasha's Caustic Brew Spray
Tasha's Hideous Laughter Drink
Thunderwave Throw
Witch Bolt Spray
2nd-Level Method
Aganazzar's Scorcher Spray
Aid Smear
Air Bubble Smear
Alter Self Drink
Barkskin Smear
Blindness/Deafness Drink, Smear, Throw
Blur Drink
Calm Emotions Spray, Throw
Continual Flame Smear
Darkness Smear, Throw
Darkvision Drink
Dragon's Breath Drink
Enhance Ability Drink
Enlarge/Reduce Drink
Fortune's Favor Drink
Gentle Repose Smear
Gust of Wind Spray
Heat Metal Smear
Hold Person Drink
Immovable Object Smear
Invisibility Drink
Lesser Restoration Drink
Magic Weapon Smear
Melf's Acid Arrow Throw
Mirror Image Drink
Pass Without Trace Smear
Protection from Poison Drink
Pyrotechnics Throw
Rime's Binding Ice Spray
See Invisibility Drink
Shatter Throw
Silence Smear, Throw
Snilloc's Snowball Swarm Throw
2nd-Level Method
Spider Climb Drink
Spike Growth Throw
Web Throw
3rd-Level Method
Blink Drink
Daylight Smear, Throw
Dispel Magic Drink, Smear, Throw
Elemental Weapon Smear
Enemies Abound Drink
Feign Death Drink
Fireball Throw
Fly Drink
Gaseous Form Drink
Glyph of Warding Smear
Haste Drink
Lightning Bolt Spray
Magic Circle Smear
Nondetection Smear
Protection from Energy Drink, Smear
Pulse Wave Spray
Sending Drink
Sleet Storm Throw
Stinking Cloud Throw
Summon Ooze Throw
Tiny Servant Smear
Tongues Drink
Water Breathing Drink
Water Walk Smear
4th-Level Method
Blight Drink, Smear, Throw
Confusion Throw
Freedom of Movement Smear
Gravity Sinkhole Throw
Greater Invisibility Drink
Otiluke's Resilient Sphere Smear
Polymorph Drink, Smear
Stoneskin Drink
Wall of Fire Spray, Throw
5th-Level Method
Cloudkill Throw
Cone of Cold Spray
Contact Other Plane Drink
Contagion Drink, Smear
Greater Restoration Drink
5th-Level Method
Mislead Drink
Modify Memory Drink
Passwall Smear
Scrying Drink
Skill Empowerment Drink
6th-Level Method
Chain Lightning Throw
Create Homunculus Smear
Disintegrate Throw
Flesh to Stone Drink, Smear
Globe of Invulnerability Smear
Gravity Fissure Spray
Harm Drink
Investiture of Flame Drink
Investiture of Ice Drink
Investiture of Stone Drink
Investiture of Wind Drink
Otiluke's Freezing Sphere Throw
Primordial Ward Drink
Sunbeam Spray
Tasha's Otherworldly Guise Drink
Tenser's Transformation Drink
True Seeing Drink
7th-Level Method
Draconic Transformation Drink
Etherealness Drink
Fire Storm Throw
Reverse Gravity Throw
Prismatic Spray Spray
Simulacrum Smear
Symbol Smear
8th-Level Method
Antimagic Field Smear, Throw
Clone Smear (in vessel)
Dark Star Throw
Feeblemind Drink
Incendiary Cloud Throw
Mind Blank Drink
Sunburst Throw
9th-Level Method
Foresight Drink
Invulnerability Drink
Time Stop Drink
True Polymorph Drink, Smear

Summon Ooze

3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (squid ink, blubber oil, digestive acid, and a jellyfish stinger in a crystal vial worth 300gp)
Duration: Concentration up to 1 hour


You call forth the spirit of an ooze. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Ooze Spirit stat block. When you cast the spell, choose Cube or Jelly. The creature resembles an ooze of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Classes: Alchemist, Warlock, Wizard


Ooze Spirit

Large Ooze, Unaligned


  • Armor Class 5 + the level of the spell (natural armor)
  • Hit Points 35 + 15 for each spell level above 3rd
  • Speed 20 ft, climb 20 ft (Jelly only)

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5)

  • Damage Immunities acid, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius)
  • Languages understands the languages you speak

Ooze Cube (Cube Only). The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful Strength check DC 10 + the spell's level, and the creature making the attempt takes 2d6 + the spell's level acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent (Cube only). Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Corrosive Form (Jelly Only). A creature that touches the jelly or hits it with a melee attack while within 5 feet of it takes acid damage equal to 1d4 + the spell's level. Any nonmagical weapon made of metal or wood that hits the jelly corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the jelly is destroyed after dealing damage. The jelly can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb (Jelly Only). The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The ooze makes a number of attacks equal to half the spell's level (rounded down).

Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + the spell's level acid damage.

Engulf (Cube Only). The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw DC 10 + the spell's level. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 2d6 + the spell's level acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 6d6 acid damage + 1d6 for each spell level beyond 3rd at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape as an action by making a Strength check DC 10 + the spell's level. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Reactions

Split (Jelly Only). When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original.

Thanks for Reading!
























©2019-2022 Caleb Wichman
All art used is public domain


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.