The Alchemist
| Level | Proficiency Bonus | Features | Research Point | Reagent Point | Max Reagent cost |
|---|---|---|---|---|---|
| 1st | +2 | Alchemy, Ingredients gathering | - | 4 | 2 |
| 2nd | +2 | Alchemical Research, Homunculus crafting | 3 | 4 | 2 |
| 3rd | +2 | Field of Research | 6 | 6 | 3 |
| 4th | +2 | Ability Score Improvement | 9 | 14 | 3 |
| 5th | +3 | Journeyman alchemist | 12 | 14 | 5 |
| 6th | +3 | Field of Research feature | 15 | 17 | 5 |
| 7th | +3 | Improvised Alchemy | 18 | 27 | 6 |
| 8th | +3 | Ability Score Improvement | 21 | 27 | 6 |
| 9th | +4 | - | 24 | 32 | 7 |
| 10th | +4 | Field of Research feature | 27 | 38 | 7 |
| 11th | +4 | Magnum Opus: Negredo traits | 30 | 38 | 9 |
| 12th | +4 | Ability Score Improvement | 33 | 44 | 9 |
| 13th | +5 | - | 36 | 57 | 10 |
| 14th | +5 | Field of Research feature | 39 | 57 | 10 |
| 15th | +5 | Magnum Opus: Albedo traits | 42 | 64 | 11 |
| 16th | +5 | Ability Score Improvement | 45 | 73 | 11 |
| 17th | +6 | - | 48 | 73 | 13 |
| 18th | +6 | Magnum Opus: Citrinitas traits | 51 | 73 | 13 |
| 19th | +6 | Ability Score Improvement | 54 | 84 | 13 |
| 20th | +6 | Magnum Opus: Rubedo traits | 57 | 84 | 13 |
The Alchemist
A dwarf gleefully watches as his chimera tears though the pack of kobolds, before throwing his own explosive into the pack, its content primed to flush them out of their tunnels.
A human carefully measure out the distilled droplets that will be mixed into the token that her companions will use to cross the ocean, the small talisman fitting within her palm, turning into a great ship when it touches water.
A weakly orc proves that there is more than one path to strength, as he downs a concoction giving him the strength to push over a tree to form a bridge over a canyon.
Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well respected school of magic, the alchemist is first and foremost a scientist and a craftsman who seeks to unravel the very nature of creation, dissecting it and then putting it together as talisman, potions or life itself from matter that makes up everything and as they learn about the world, they learn about themselves.
The respective alchemist's field of research allowing the dedicated to express their soul, while the magnum opus that they'll create as much a tool as it is a statement and a work of art!
Researcher and craftsmen of creation
To be an alchemist, is to understand the underlaying forces and components that makes up the material plane and to use that understanding to manipulate and combine that to create new matter with wondrous effect, bound together with just a little bit of the alchemist own Viriditas.
The life force that alchemist believe reside in all things that's tied to the Anima Mundi, The living soul of all of creation. To the layman then that is something that happens in a lab and in a workshop, but even the most novice of alchemist can swiftly brew concoction and craft talisman in the field with potent if not lasting power with locally scrounged up ingredients.
Soon the alchemist will learn that to understand everything is simple too much and find an aspect that speaks to them or simple choose the most effective means of achieving their goals, and focuses their research and craft on a specific field.
Some focusing on the life force that resides within all living, other on the crafting of life and some on the very process of creation itself.
Magnum Opus
Research in alchemy for the vast majority of it's practitioner eventually stops or at least slows down, when they master the art enough to make a living. The potion peddler, court doctor and village wiseman of the world. For the driven though, then their art allows them to unlock deeper secrets of how aspects of the world work, allowing them to create a grand work, be it for the sake of science, as a powerful means to a goal or to make a statement of what they believe is the ideal form.
They are the ones that are often found in dwelling into dungeons for ancient secrets, traveling the world to gather unknown materials or thwarting invasions, before it can reach their lab and ruin their carefully set up experiment.
For some, that drive will allow them to set foot in the garden of gods. Bringing true sentience to weapon, crystallize their life philosophy into physical form and even reforge their own body.
Creating an Alchemist
When creating an alchemist character, then consider why you decided to study the art. If it's for the science or for the tool it provides or perhaps simple done to live up to parental expectations. Talk to your DM about what role and place alchemy has in the campaigns society. If it's a lost art or taught and exist side by side with wizards in academies and as an extension of that, how you learned to perform alchemy. In class, under an apprenticeship or self taught from old dusty books. What led you to then take up the adventuring life? Did you learn all you could where you came and sought to expand your knowledge through implementation? Was it simple a tool, something to be used to achieve your goal, the knowledge a means to an end. Perhaps you risked failing your class and your teacher decided that life would be a better teacher than books could be or you had stumbled upon rumours of hidden knowledge that you're now seeking out with little care for why it became hidden in the first place.
Quickbuild
You can make an Alchemist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose the Sage or Guild Artisan background.
Class Features
As an alchemist, you gain the following class features
Hit Points
- Hit Dice: 1d6 per alchemist level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per alchemist level after 1st
Proficiencies
- Armor: none
- Weapons: light weapon
- Tools: Alchemist's supplies
- Saving Throws: Constitution, Intelligence.
- Skills: Choose two from Investigation, Arcana, Medicine and Nature.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon
- (a) five javelins or (b) any simple melee weapon
- Alchemist's supplies
- (a) a dungeoneer's pack or (b) an explorer's pack
Alchemy
As a student of Alchemy, you have a Recipebook containing recipes for alchemical implements that you can make, which documents your budding understanding of Alchemy. See Page 14, “The Law of Alchemy” for the general rules of using Alchemy and Page 15 "The Recipe List" for how the individual recipes function.
Preparing and using Alchemy.
As an alchemist, you have learned how to prepare a number of Implements listed in your recipe book, such as potions, magical items, and animated tools that produces a variety of effects when you activate them by spending reagent points.
You prepare the list of Implements that are available for you to use from the list of those you know in your recipebook.
To do so, choose a number of implements equal to half your alchemist level (rounded up) + your Intelligence modifier (minimum of one recipe).
The base reagent cost for each of the Implement prepared in this way cannot exceed your Max Reagent Cost as shown on the Alchemist table.
To activate a prepared Implement, you must expend a number of reagent points equal to the Implement's reagent cost. Activating an Implement does not remove it from your list of prepared Implements; you can activate a prepared Implement any number of times so long as you can pay the reagent cost. The Alchemist table shows how many reagent points you have available to spend to activate your prepared Implements. You regain all expended reagent points when you finish a long rest.
For example, if you’re a 3rd-level alchemist, then the max reagent cost of a prepared Implement is 3. With an Intelligence of 16, the number of Implements you can have prepared are five, chosen from any you know from your recipe book, which could include an Implement with a base reagent cost of 3, and another Implement with a base reagent cost of 2.
You also have a pool of 6 reagent points at level 3, and if you use an implement with a cost of 3, then you subtract that from your pool of reagent points.
You can change your list of prepared Implements when you finish a long rest. Preparing a new set of Implements requires time spent studying your recipebook and preparing the Implements for use: at least 1 minute per reagent cost for each Implement on your list.
Recipe book
At 1st level, you have a Recipe book containing the recipe for 4 Implement of your choice with a max base cost of 2 and 1 Implement with a max base cost of 0. Your Recipe book is the repository of your alchemical knowledge.
Alchemy Ability
Intelligence is your Alchemy ability for your Implement's potency, since the power of your Implements relies on your understanding of how to combine the ingredients. You use your Intelligence whenever an Implement refers to your Alchemy ability. In addition. you use your Intelligence modifier when setting the saving throw DC for a recipe made by you.
Alchemy save DC = 8 + your proficiency bonus + your Intelligence modifier
Alchemy attack modifier = your proficiency bonus + your Intelligence modifier
Learning new Recipe after the first Level.
Each time you gain an Alchemist level, you can add 1 Implement of your choice to your recipebook for free. The Implement must not have a higher base reagent cost than the value in the Max Reagent Cost column on the alchemist table. On your adventures, you might find instruction for other Implement that you can add to your recipebook (see the “Your recipebook” sidebar).
Ingredients gathering
The basis of alchemy, is to gather the right ingredients for your Implements. You can during a short rest, spend time gathering ingredients to prepare reagents, allowing you to recover a number of reagents point equal to your alchemist level.
Homunculus crafting
At 2.nd level, your learn how to craft a simple lifeform to aid you in your studies, partly empowered by your own life force. Your homunculus functions as a familiar summoned by the find familiar spell, with several differences:
- Your homunculus is a construct.
- You cannot dismiss your homunculus as you would a familiar.
- You can give your homunculus the form you want, so long it have the same size as the chosen familiar and the form have physical traits that matches the familiar, like wings for flying speed.
- Your homunculus cannot assume a different form, unless you use a ritual with the same cost and time as originally spent, at which point you can also choose the stats of another beasts.
- When your homunculus dies, its body remains, and can be reanimated as a ritual requiring 1 hour of work.
Alchemical Research
Starting at level 2, You learn how to further improve on the basic Implements allowing you to tailor them to your needs. You gain research points as you level as detailed in the Research Point Column in the Alchemist Table. You can choose Implements you know when you level up and give them new traits, paying the corresponding research point. Researched traits are permanently known and the Spent research points can not be recovered in any way.
A trait that have been researched for an implement, can be applied to an implements when you prepare it, increasing the reagent cost as listed in the trait description and adding the traits effect to the implement. The total reagent cost of a prepared implement with traits can not exceed the value in the Max Reagent Cost column on the alchemist table. You can prepare more than one of the same Implement, with different or no trait applied, each variant counting against your limit for how many Implements you can prepare.
Research points not spent during level up, can be spent during downtime, taking 1 week for each point cost of the trait you wish to learn. You must spend at least 8 hours each day that you spend on researching the trait. The work can be interrupted and resumed.
Field of research
At 3rd level, you begins your path down the field within alchemy that you will dedicate your research to, gaining new knowledge of the field of your choice, chosen from among the available subclasses detailed at the end of the class description on page 10. Your choice grants you features at 3rd level and again at 6th, 10th and at level 14.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Journeyman Alchemist
Starting from level 5, you learn how to give your implements lasting potency. Any implements that you can prepare, can now also be crafted as a single use magical item, with a cost of 25 gp per reagent point cost and 2 days of work per reagent point. You must spend at least 8 hours each day that you spend on crafting the implement. The work can be interrupted and resumed.
The magical items crafted with this feature can be used by others. Tokens and Charms made in this way, can be activated by others, using a keyword you provide.
The cost does not include the cost, if any, to gain access of an alchemy lab for the purpose and the workday assumes a fully equipped lab as determined by the DMs' discretion.
Your Recipebook
The Implements that you add to your Recipebook 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 creation. You might find recipes for Implements during your adventures. You could discover records for how to make an Implement on a wall in an old alchemy lab, for example, or in a dusty tome in an ancient library.
Copying an Implement into the Book. When you find a recipe for an Implement or an unlocked trait, you can add it to your Recipebook if it's off a base reagent cost that you can prepare and if you can spare the time to decipher and copy it.
Copying that Implement or the trait into your Recipebook involves reproducing the basic form of the Implement, then deciphering the unique system of notation used by the alchemist who wrote it. You must practice the Implement until you understand the crafting method required, then transcribe it into your Recipebook using your own notation.
The process takes 1 hours and costs 25 gp for each base reagent cost of the Implement or each research cost of a trait. The cost represents material components you expend as you experiment with the Implement 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 Implement just like your other Implements.
Replacing the Book. You can copy an Implement from your own Recipebook into another book—for example, if you want to make a backup copy of your Recipebook. This is just like copying a new Implement into your Recipebook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only halv an hour and 10 gp for each base reagent cost of the copied Implement.
If you lose your Recipebook, you can use the same procedure to transcribe the Implements that you have prepared into a new Recipebook and the Implements where you have unlocked traits. Filling out the remainder of your Recipebook requires you to find new Implements to do so, as normal. For this reason, many alchemist keep backup Recipebook in a safe place.
Improvised Alchemy
At level 7, you learn how to mix in enhancing agents into your prepared implements when you use them, in a swift, if inefficient process. You can use a bonus action to apply a trait you know to a single use of an implement you have prepared, and expend 2 reagent point, in addition to the reagent cost of the trait. Total reagent cost may not exceed your normal limit. The chosen implement must be used before the end of your next turn to gain the benefit of the trait.
Magnum Opus, Stage Negredo
Beginning at level 11, You start the process to craft your magnum opus which starts it's existence in the chaotic Negredo state. An object of great power matching your vision. Choose a Magnum Opus from the following options and apply 2 Negredo Trait of your choice available to your chosen Magnum Opus. You may remove a Negredo Trait and replace it with another Negredo Trait each time you level up.
You always know the direction to your Magnum Opus if you're more than 100 feet away from it, and may craft a new one if it is destroyed or you can not recover your current one, in a process that takes 1 week. You must spend at least 8 hours each day that you spend on crafting the implement. The work can be interrupted and resumed. A lost Magnum Opus loses all power, upon the creation of a replacement.
Magnum Opus, Stage Albedo
At level 15, Your magnum opus enters the purifying Albedo State and grants you even greater power. Apply 1 Albedo Trait of your choice available to your chosen Magnum Opus. You may remove an Albedo Trait and replace it with another Albedo Trait each time you level up.
Magnum Opus, Stage Citrinitas
At level 18, Your magnum opus enters the transformative Citrinitas State. Apply 1 Citrinitas Trait of your choice available to your chosen Magnum Opus. You may remove a Citrinitas Trait and replace it with another Citrinitas Trait each time you level up.
Magnum Opus, Stage Rubedo
When you reach level 20, Your magnum opus enters the final Rubedo State. Apply 1 Rubedo Trait of your choice available to your chosen Magnum Opus.
Magnum Opus
Philosopher's Stone
A choice is the transmutation of the self.
It is an act that as much are defined by who you are
As it is defined by who it makes you.
Philosopher's Stone is your belief on how alchemy should be approached and perhaps a reflection of how life itself should be approached, crystallized into a physical shape and aiding you in your craft. Perhaps you choose to have it make you implement last for longer, representing a belief in steady progress or it could be that you choose to have it make your implement more impactful, as your own forceful approach to problems or perhaps all that matters is sheer optimization, which also speaks volume of who you are.
Your Philosopher's Stone might resemble an uncut gem with a colour matching its stage, be part of a valuable necklace or the pommel stone of your staff. It grants you the following benefits, so long it is in your possession.
- You recover additional reagent points during a short rest equal to your intelligence modifier (minimum of 1).
- You may prepare an additional implement. If you lose possession of your Philosopher's Stone, then remove the implement with the highest reagent cost from your prepared list.
Additionally, At certain levels, you get to choose traits for your Philosopher's Stone, applying the chosen effect while it is in your possession.
Negredo Trait
- A coin a day: You can once a day turn rocks into silver, with a worth of one silver piece. You regain the use at the end of a long rest.
- Illuminating: You may have your Philosopher's Stone light up (taking no action), providing bright light in a 30 feet radius and dim light in an additional 30 feet radius.
- Ageless: You no longer age, while the Philosopher's Stone is in your possession
- Water from a Stone: You may once a day squeeze 6 gallon of water from the stone, taking 1 minute. You regain the use at the end of a long rest.
Albedo Trait
- Stoicheion Element: Any Implement you have prepared that have fire, lightning, acid, or cold element as part of it's effect, may have it's element changed to one of the 4 mentioned, during a short rest.
- Potion from a Stone: Decide on a Potion Type Implement that you can prepare with a max reagent cost of 4. You gain one use of that implement without expending Reagent points. You regain your use on a short rest. You may change the implement in a process that takes 1 week. You must spend at least 8 hours each day that you spend on crafting the implement. The work can be interrupted and resumed.
- Lucky Charm: As a reaction, when you have to make a saving throw, you may gain advantage on the saving throw. You have one use of this feature, that can be regained with a long rest, or by using a bonus action and spending 5 reagent points.
Citrinitas Trait
- Extended Alchemy: Reduce the Reagent cost of a prepared implement by 1, if the implement has the Long Lasting or the Extended Trait applied.
- Empowered Alchemy: Reduce the Reagent cost of a prepared implement by 1, if the implement has the Empowered Trait applied more than 1 time.
- Synergetic Alchemy: Reduce the Reagent cost of a prepared implement by 1, if the implement has two different Traits applied, that increases reagent cost.
Rubedo Trait
- Prima Materia: Your Reagent points pool increases by a number of points equal to your alchemist level.
- Overcharged implement: The Max Reagent Cost of your Implements increases by 1
- Cogito, ergo id est: You may choose an Implement you know with one or more traits that you have not unlocked and treat one of it's trait as unlocked for the purpose of preparing implements, increasing the reagent cost as usual. You may change your choice to a different recipe or a different trait, during a short rest.
Fuel of the Fire of Creation.
"Prometheus they say brought god's fire down to man
And we've caught it, tamed it, trained it since our history began
Now we're going back to Heaven just to look Him in the eye
And there's a thunder 'cross the land and a fire in the sky."
"Fire in the sky" by Jordin Kare.
In the beginning there was only darkness, and then came fire, scraping away at the edges and since then, man's existence have been a continued struggle to spread the first fire to banish all darkness. Off course, there are those alchemist who care little for philosophy and for them the attempt to create a fuel that can bring forth a resemblance of the first great spark, is merely to get a powerful means to an end.
The fuel a potent ingredients with a multitude of properties to burn away impurity, hold back the cold and light up in the dark. And in the hand of many alchemist a key ingredients to create very explosive concoction. The fuel for your fire of creation might take the form of black powder kept in an animal horn that you with regularity refill, a carefully padded bottle with a slow moving liquid that never seems to run dry, or a tree like substance that regrows when you whittle tinder from it. It grants you the following benefits, so long it is in your possession.
- You may add your intelligence to the damage of any grenade type implements you have prepared.
- Any grenade type and Potion type Implement you know that has an element, may have it's element changed to fire when you use it.
Additionally, At certain levels, you get to choose traits for the fuel to your fire of Creation, applying the chosen effect while it is in your possession.
Negredo Trait
- Smoke Signal: You may spend 1 minute and 1 reagent point to release smoke that rises up into the air in the shape you wish, that fits within a cube 100 feet on each side.
- Hearth Fire: You may use the fuel for your Fire of Creation to create a small portable heat source that fits in your palm to keep you warm. The heat source takes 1 minute to create and keeps you at a comfortable temperature for 24 hours, down to −80° F. You can make additional heat sources for others to use, by expending 1 reagent point.
- Forge Fire: You gain advantage when you perform a tool proficiency check using any artisan's tools that requires a heat source, such as blacksmith's tool or Baker's supplies and can spend 3 reagent points and 10 minutes working on a willing creature's tool, to grant the creature the same advantage for 24 hours.
- Cleansing Heat: You may during a short rest, purify up to 6 gallon of water and make it drinkable, that otherwise isn't drinkable, such as salt water, or the water that's supernaturally fouled by a black dragon's regional lair effect.
Albedo Trait
- Primordial Fire: Any implements prepared by you that deals fire damage ignores resistance and affects creature with immunity as if they had resistance.
- Purifying Flame: You may expend 9 reagent points and an action to remove all debilitating effects that Greater Restoration can remove, except exhaustion levels, from a willing creature within 5 feet.
- Standardized Formula: Choose a grenade type implement you can prepare with a max reagent cost of two. It is now always prepared and you can use it without expending reagent point.
Citrinitas Trait
- Propellant: Extend the range of all grenade type implement prepared by you by 60 feet, this stacks with traits that extends range.
- Shock Waves: Any creature hit by a grenade type implement thrown by you that requirer an attack rolls, falls prone unless they succeed a strength saving throw against your alchemy save and any creature hit by a grenade type implement that allows a save, also falls prone if they fail the save, in addition to the implements normal effects.
- Cool flame: Any potion type implements prepared by you, also grants fire immunity against any of implements used by you, during the potions duration. A potion with the duration of instantaneous grants fire immunity until the end of your next turn.
Rubedo Trait
- Big Bang: When ever you roll damage for a grenade type implements prepared by you, treat all results of 1 and 2, as 3.
- Inner Flame: Any potion implement you prepare also grant temporary hitpoints equal to your level, that last for the potions duration or one hour, which ever is greatest.
- Phoenix's Flame: You may as a reaction, if you're bloodied and takes fire damage from one of your implements, choose to accept the damage and change the hp to the difference between your current hp and the fire damage the implement would had dealt. For example, if the implement deals 23 fire damage, and you have 2 hp, then you'll be left with 21 hp.
Sentient Weapon
"The time one is alive, is merely a part of ones entire existence."
It is not the end that matters, but rather the struggle and while an alchemist might find peace with themselves, knowing that the struggle will not be over even after they are gone, then they might not be content with not leaving something behind for those who follows, such as a living weapon, who can guide and aid others. The Magnum Opus a means of continuing your vision even after you are gone, and while you're still around, be a powerful companion and weapon.
The Sentient Weapon can take the shape of a simple anonymous sword that merely cuts very well, an elaborated staff covered in jewelries worth a duchy or a book from which daggers materialize to strike your foes.
To create your Sentient Weapon, First choose one of the following weapon stat block to apply to it, and then choose either Piercing, Slashing or Bludgeon for damage type.
| Type | Damage | Properties |
|---|---|---|
| Martial | 2d6 | Two-handed |
| Martial | 1d8 | |
| Martial Ranged | 1d6 | Range 150/600, Two-handed |
And then decide upon it's mental state, by assigning 15, 14 and 11 to Intelligence, Wisdom and Charisma and give it proficiency in one of the following: Persuasion, Intimidation or Deception.
Lastly choose it's alignment and Special Purpose.
The Sentient Weapon can communicate by transmitting emotion to you or it's wielder and can see and hear up to 30 feet and it has a proficiency bonus of +2 or equal to it's wielder, depending on which is highest. It counts as a magical weapon for the purpose of overcoming resistance and immunity and as a +1 weapon when it have an Albedo Trait, a +2 weapon when it have a Citrinitas Trait and a +3 weapon when it have a Rubedo Trait. You are considered to have proficiency in the Sentient Weapon and can lend it to others to use, for as long as you are willing. Other creatures must attune to it, to gain it's benefits.
Additionally, you gain the following benefits while the Sentient Weapon is in your possession
- You gain advantage on your passive perception.
- You can spend reagent points and an action to animate it for 1 minute, giving it a flying speed of 30 feet, additional damage equal to your proficiency bonus and allowing you to use a bonus action to make an Alchemy Attack against a target within range. It cost 6 reagent points if it has the two-handed property or the Range property and 3 reagent point otherwise.
Additionally, At certain levels, you get to choose traits for your Sentient Weapon, applying the chosen effect immediately.
Negredo Trait
- Chatty: The Sentient Weapon can speak and understand up to 3 languages of your choice and grants the language proficiency to it's wielder and in addition to that, can speak and understand the languages of it's wielder and communicate telepathically with it's wielder. It also gain +2 charisma and can grant advantage to it's wielder in Persuasion, Intimidation or Deception, if The Sentient Weapon also have proficiency in the skill.
- Knowledgeable: The Sentient Weapon gain proficiency in two of the following: Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Knowledge (History) and can grant advantage to it's wielder in the skills it have proficiency in. It also gain +2 Intelligence
- Easy to use: The Sentient Weapon counts as a simple weapon and in your hands, the reagent points to animate it is reduced by 2 and can be done as a bonus action. It also gain +1 to two of it's stats of your choice.
- Alert: The Sentient Weapon gains proficiency in Perception and Insight and it's senses now extend to 120 feet with dark vision. It also gain +2 Wisdom
Albedo Trait
- Alchemical Force: Choose a grenade implement you can prepare with a max reagent cost of 1. The Sentient Weapon now also deal the grenades damage and effects on a hit and the wielder is immune to the grenades effect. The grenades deal damage as used by a level 1 alchemist. The Sentient Weapon also gain +1 Intelligence.
- Strengthening Weapon: Choose a potion implement you can prepare with a duration and a max reagent cost of 2. The wielder is always considered under the effect of the implement, unless within an area that suppress magic like an anti-magic field and can with an action bestow the effect to one other creature within 5 feet as if the creature have drank the potion. If the Sentient Weapon is animated, then it can bestow the implements effect upon one willing creature next to it as a bonus action, as if the creature have drank the potion. The Sentient Weapon also gain +1 Wisdom.
- Channelizing Force: Choose a charm implement you can prepare with a max reagent cost of 2. The wielder can activate the effect of the charm implement as an action, or as a reaction, on a hit with the Sentient Weapon. If the Sentient Weapon is animated, then the effect is cast from it's location. The Sentient Weapon also gain +1 charisma.
Citrinitas Trait
- Alchemical Power: Choose a grenade implement you can prepare with a max reagent cost of 5. The wielder of then Sentient Weapon can as a reaction, activate the effect of the grenade implement on a hit, as if they had used the grenade implement targeting the hit creature. The wielder is immune to the grenades effect and may use this feature 2 times. All uses are regained on a short rest. The Sentient Weapon also gain +1 Intelligence.
- Enhancing Weapon: Choose a potion implement you can prepare with a duration and a max reagent cost of 5. The wielder can as a bonus action bestows the implements effect upon themselves or a willing creature next to them. If the Sentient Weapon is animated, then it can bestow the implements effect upon a willing creature next to it as a bonus action. The feature can be used 2 times. All uses are regained on a short rest. The Sentient Weapon also gain +1 Wisdom.
- Channelizing power: Choose a charm implement you can prepare with a max reagent cost of 5. The wielder can activate the effect of the charm implement as an action, or as a reaction, on a hit with the Sentient Weapon. If Sentient Weapon is animated, then the effect is cast from it's location. The feature can be used 2 times. All uses are regained on a short rest. The Sentient Weapon also gain +1 charisma.
Rubedo Trait
- Alchemical Might: Choose a grenade implement you can prepare with a max reagent cost of 9. The wielder of the sentient weapon can as bonus action launch a bolt of energy, as if they had used the grenade implement and may do so 1 time. The use is regained on a short rest. If the implement is animated, then the bolt is launched from the implements location. The Sentient Weapon also gain +1 Intelligence.
- Empowering Weapon: Choose a potion implement you can prepare with a duration and a max reagent cost of 9. The wielder can as a reaction after rolling initiative, bestows the implements effect upon themselves or a willing creature next to them. If the Sentient Weapon is animated, then it can bestow the implements effect upon a willing creature next to it. The feature can be used 1 time. The use is regained on a short rest. The Sentient Weapon also gain +1 Wisdom.
- Channelizing Might: Choose a charm implement you can prepare with a max reagent cost of 9. The wielder can activate the effect of the charm implement as an action, or as a reaction, on a hit with the Sentient Weapon. If the Sentient Arm is animated, then the effect is cast from it's location. The feature can be used 1 time. The use is regained on a short rest. The Sentient Weapon also gain +1 charisma.
Field of Animus Materia
Focusing your studies on Animus Materia, allows you to unlock the secret behind bestowing motion and intelligence to matter. At first it manifest in minor objects moving under their own power, soon living armaments for offense and defense and culminating in your potions resembling primordial life.
Animated tools
Beginning at level 3, you gain the ability to animate a tool during a long rest, chosen from the players handbook list of tool or item from the adventuring gear in your possession, that will follow you around and do your bidding. The tool have a fly movement equal to your land speed and must stay within 30 feet of you. It uses your stats as if you were using it, if it attempts to perform an action or skills that is feasible for its form. The item stays animated until the you end the effect, is knocked out or it strays more than 30 feet away from you.
Animated Token and Charms
Additionally at level 3, you learn the "Animated" trait and can apply it to any token and Charm type Implements you know that does not already have a movement speed upon use, when you prepare implements. Applying the trait increases the reagent cost by 1. An implement with the Animated trait gain a fly movement equal to your land speed and can move on the same turn it is used, before it's effect activate at the end of it's movement, originating from it's location.
Animated Arms
At level 6, You can during a long rest, choose to animate a melee weapon or a shield that will follow you around and do your bidding. The chosen weapon or shield have a fly movement equal to your land speed and must stay within 30 feet of you. If it's a weapon, then it moves on you turn and can perform one attack if you expend a bonus action, using your alchemy attack modifier and will always deal 1d8 + int modifier damage regardless of the weapon type, either slashing, piercing or bludgeon depending on which weapon is animated. Its damage increases by 1d8 at level 9, 12, 15 and 17. If you have chosen a Sentient Weapon as your Magnum Opus, then you can animate it with this feature. The Sentient Weapon will deal it's chosen damage, which are then further increased by 1d8 at level 12, 15 and 17 while animated by this feature.
If it's a shield, then it will convey +2 AC to you or a friendly creature it shares space with. It can automatically move together with a friendly creature it shares a space with (no action required), so long the creature doesn't move further than 30 feet away from you. The weapon or shield stays animated until you end the effect, is knocked out or it strays more than 30 feet away from you. You can have any combination of two at level 14, using both on the same action.
Animated Vessel
From level 10, Your power grows to animate even greater objects, and can now make a land-going like a wagon or sea-going vessel like a boat move under it's own power. You can during a long rest animate an existing vessel that have room for no more than 12 medium sized creature and give it a land speed of 40 feet if it's land vessel and a swim speed of 60 feet if it's a sea vessel. It moves according to your mental command on your turn (costing no action), so long you're within 60 feet of it.
Living Potion
At level 14, You learn how to bestow a primordial life force to potions, ever ready to act upon your command. You learn the "Ooze" trait and can apply it to any Potion type Implements you know, increasing the reagent cost by 1. The prepared implement can upon use be summoned as a tiny potion ooze in a space next to you, with a walking and a climbing speed equal to your walking speed. The Ooze can persist for 24 hours or until the end of your next long rest and takes no damage. The Potion ooze acts on your turn and can be commanded to share a space with you or a friendly creature (taking no action) and apply it's effect on the creature at the end of it's movement as if it had been consumed, destroying the potion Ooze in the process.
The amount of potion ooze you simultaneously can have summoned, is equal to half your proficiency bonus, rounded down. All potion ooze acts at the same time. You may also give a potion ooze a condition, upon which it will apply it's effect to the target of the condition (taking no action), such as a Potion of Healing Ooze that will apply it's effect to you, if you become bloodied.
Field of Synthesis
Synthesis, along with the gathering of the right ingredients, are the very foundation of beginning to perform alchemy and those who focus on the basis gain subtle and important understanding that can be applied widely. As an Alchemist who focuses on the core, you'll learn how to make the most of your alchemical implements, squeezing out that little bit more power out of it, stabilizing their potential and eventually leaving you in a position to go down any path you wish.
Swift Synthesis
Beginning at level 3, your understanding of synthesis allows you to quickly break down and remake implements into a different shape. You may during a short rest, switch a prepared implement out with another implement that you can prepare.
Recycled Reagents
Additionally at level 3, you learn the "Recycled" trait and can apply it to one of your prepared implement that cost at least 3 reagent points. You regain one reagent point, whenever you use that implement. You must have enough reagent points to use the implement in the first place, to gain the benefit from the trait. Applying the trait increases the reagent cost by 0.
Stable synthesis
At level 6, You can apply "Stable" trait, to any implement that requires a dice roll, allowing you to treat any roll of 1 on a die as a 2. Applying the trait increases the reagent cost by 0.
Experimental Synthesis
At level 10, Your research into the potential of alchemy grants you additional research point. You gain 10 research point and an additional point at each following level.
Universal Implement.
At level 14, You learn how to craft an implement that stays in an ever changing unstable state, whose true form are not fixed until the last moment. You can during a long rest prepare an universal implement by first choosing it's type from amount Grenade, Potion, Charm, Token or Oil. You can spend a bonus action to turn The universal implement into any implement of it's type that you can prepare, with a reagent cost of no higher than 5. The prepared Universal Implement is now considered to be the implement you have changed it into, until you prepare the Universal Implement again. You may only have one Universal Implement of each type prepared at a time and each one counts against your max prepared implement limit.
The Alchemist by William Fettes Douglas
Field of Phlogiston
"Noooo, Alchemy is an esoteric art and expression of self. You can't just solve everything with explosive!"
"haha. problems go boom boom!"
Demolition Expert
Beginning at level 3, you learn how to create controlled explosive to reshape your surrounding to your desire. Your grenade implements deal double damage to objects and structures that you have investigated for 1 minute.
Additionally, you can spend 3 reagent point and 10 minute to attach an explosive to the surface of objects and structures next to you, that will create an explosion, leaving a 5 feet diameter sphere crater on the surface, centered on the point where the explosive have been attached. The diameter of the sphere can be increased by 1 foot for each additional reagent point spent. The amount of reagent point spent this way on one explosion, can not exceed your Max Reagent Cost as shown on the Alchemist Table.
The explosion can be delayed with up to 1 minute, chosen at the end of the 10 minutes it takes to attach the explosive and the sound from the explosion can be heard up to 200 feet away.
Everybody caught in the explosion rolls dexterity save, taking 1d6 damage for each reagent point spent on it if they fail and half if they succeed. The damage can be either Fire, Cold, Lightning or Acid, chosen when you are done attaching the explosive.
Shape charged explosive
Additionally at level 3, you learn the "shape charged" trait and can apply it to any implements with a sphere or cone Area of Effect and an instantaneous duration. When you use an Implements with the "shape charged" trait, you can choose (costing no action) to exclude a number of creature equal to your proficiency bonus from the implements area of effect.
Grenadier
At level 6, All grenades implement damage are increased by your proficiency bonus.
Controlled explosion
From level 10, you gain even greater control over your prepared explosives, wielding them as fiery scalpels. The size of the explosion from you "Demolition Expert" feature, can now be smaller than 5 feet diameter when you spend 3 reagent point, to a minimum if 1 inch diameter. The shape of the crater can now also be any geometric shape that fits within the explosions sphere, so long it's no smaller than 1 inch in any dimension. Additionally, you may double the reagent cost to reduce the noise to 20 feet and the delay can now be extended for up to 1 hour.
Advance explosive
At level 14, your mastery of your art allows you to craft complex explosives others dare not dream off. You reduce the reagent cost of Grenade implements by 2, when you apply traits to them, making it possible for you to apply more traits for the same reagent cost.
This can not reduce the cost to less than the Implement's base cost. For example, if a grenade type Implement have a base cost of 3 reagent points, and you apply a trait that increase the cost to 4 reagent points, then this feature will only reduce the cost down to 3 reagent points.
The Discovery of Phosphorus by Joseph Wright
Field of Alchemical Archery
One of the greatest challenge of practical implementation of knowledge is that of distance. To get the potion to where it's needed and in eons past, an alchemist realized that it's the same challenge faced by warriors and solved with arrows. Focusing your studies in Alchemical Archery, allows you to learn how to craft your implements in the form of arrows, allowing you to precisely and safely deliver harm and healing as needed over a distance.
Calculated trajectory
At level 3, You gain proficiency in short bow, long bow and cross bow and can make ranged attack with the weapons you have proficiency in as a ranged alchemy attack, adding your intelligence modifier to the damage.
Special delivery
Additionally at level 3, you learn the "robust container" trait and can apply it to any potion type Implements you know, when you prepare implements. Applying the trait increases the reagent cost by 1. A potion with the robust container can be launched from your bow to any space you choose within 40 feet during the same action you use the recipe, including a space occupied by creatures, for any to pick up and drink during their turn or with a readied bonus action.
At level 14, the range increases to 80 feet.
Alchemical warhead.
At level 6, you learn the "warhead" trait and can apply it to any grenade type Implement you know, that requires a ranged alchemy attack to use, when you prepare implements. Applying the trait increases the reagent cost by 0. A grenade with the warhead trait can be launched from your bow as a ranged alchemy attack during the same action you use the grenade and on hit deals the arrows damage and the effect of the grenade on the target.
Handy arrows
From level 10, you craftmanships allows you to create alchemical arrows with minor, useful effects as needed. You can spend one minute to craft one of the following arrows, and may only have one prepared at a time.
- Flying rope: The arrow extends a rope behind itself when fired, anchoring itself to where it hits. Choose a surface within 120 feet when you use the arrow. A rope becomes anchored to that spot and extends to your position, persisting for 1 hour.
- Signal Flare: The arrow can be shot straight up into the air, releasing a loud sound and bright light at a chosen height up to 300 feet. The sound can be heard up to 300 feet away from your position and the light may have a colour of your choosing.
- Message Arrow: You can inscribe a message of up to 25 words in a language you know upon the arrow and then launch it to a chosen spot you have already visited within 3 miles of your location, traveling a half mile per minutes. There must be an unobstructed path between you and the chosen spot in a straight or a horizontal curving line, or else the arrow will be stopped at the first obstruction.
Aid from afar.
At level 14, your training in archery and alchemy allows you to provide unparalleled support from afar. Creature in the space where a potion with the robust container lands, may now use a reaction to consume the potion when it lands in their space, instead of a readied bonus action.
Additionally, you may now apply the warhead trait to any grenade type Implement you know and if the recipe does not requirer an alchemy attack roll, then you may designate a point of impact that you can see within 120 feet of you.
Art from Atelier Lydie & Suelle by Gust
Field of Abiogenesis
As a student of Abiogenesis, you seeks to unlock the secret behind creating life from matter and shaping it to your desire. The chimera that you craft as much a companion as it is a living laboratory and perhaps a vision of perfection made flesh and as you find a purpose for it's existence, perhaps you'll also find a purpose of your existence.
Chimera Creation
You can at level 3 create a chimera companion. With 8 hours of work, you craft a chimera to serve as your faithful companion which obeys your commands. Your chimera is a Small or Medium creature (your choice) with a base walking speed of 30 feet, can have any shape your desire for it's size and counts as a monstrosity. If mounted, it continues to act independently, not as a controlled mount. You generate your chimera's abilty scores using the following numbers: 15, 14, 13, 10, 6, and 4. You assign each of these numbers to an ability score of your choice and whenever you gain the Ability Score Improvement feature from this class, your chimera's abilities also improve. Your chimera can increase one ability score of your choice by 1. As normal, your chimera can't increase an ability score above 20 using this feature.
The Chimera have a natural armor class of 11 + it's dexterity modifier + your proficiency bonus and have a natural melee attack, that uses your Alchemical attack modifier and deals 1d8 + it's strenght modifier + your proficiency bonus in damage. The Melee attack is either bludgeon, slashing or piercing, chosen at the time the Chimera is made.
It's hp is equal to 15 + 3 times it's constitution modifier and increases it's max hp with 5 + it's constitution modifier each time you gain a level.
The Chimera have proficiency in two saves of your choice.
In combat, the chimera acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action.
If your Chimera is ever slain, then the experience from creating it, allows you to recreate by spending 2 reagent points and 10 minutes of work. You may also create a new chimera from scratch, with 8 hours of work
Alchemical body
At level 6, you learn how to further enhance your chimera with your knowledge of alchemy. Choose a number of implements you can prepare up to your proficiency bonus, except for Token type, for a total reagent point cost of 4. A chosen implement can not have a higher reagent cost, than your Max Reagent Cost limit for your level. The chimera can now activate the effect of the implement as a spell like ability and can do so once per long rest. Implements with a duration can have their duration spread over several uses, but only up until the max duration in total per long rest. Effects from Potion and Oil implements always targets the Chimera and Effect from charms originates from the Chimera and effect from grenades originate from the Chimera as if it had thrown it.
The total reagent point cost increases with 2 at level 10 and at level 14.
The Implements that the chimera can activate can be changed by spending 8 hours of work, per reagent point of the new implement.
Tailored assistant
From level 10, your teaches your chimera to aid you in your craft. You recover an additional number of reagent points from your Ingredients gathering feature, equal to your proficiency bonus as your Chimera helps you gathering.
Additionally it gains proficiency in any skills you have proficiency in and can spend an action to grant you a +1d4 bonus to any skill check you have proficiency in. It can do so a number of times equal to your proficiency bonus rounded down and regain all uses on a long rest.
Image brought to life
At level 14, your chimera is now permanently enhanced by your alchemy. Choose up 1 or more potion implements with a duration that you can prepare and with a total reagent point cost of no more than 5. The chimera is now considered permanently under the effect of the implements effect and it counts as a supernatural ability for the chimera, for the purpose of effect that suppresses magic.
The Implements that the chimera is under the effect off, can be changed by spending 8 hours of work, per reagent point of the new implement.
The Law of Alchemy
What is a recipe and an implement?
Implement is the catch-all term for those magical items made by an alchemist. Using Alchemy consist of following the recipe to prepare the inert implements with the intended effect, and then when needed, add the activating reagent when you wish to use it, using an action. It is assumed that you prepare enough Implements to last the day, based on your available Reagent.
Implement types, using Using implement and Implement spell level.
A Implement also have one of the following different Implement type tags Potions, Grenades, Token, Charm and Oil. Certain Alchemist class features only work with Implements that have a specific tag.
When you spend an action to activate an implement by paying the reagent cost, you can decide to then use the implement as part of the same action, if it have a casting time of 1 action.
Additionally, when you activate an Implement with the potion tag, then you can choose to give it or feed it to another creature within 5 feet, as part of the same action instead of using it on yourself. If you feed a potion to another creature, then it takes effect in the beginning of their turn unless it have a duration of Instantaneous. If you give a potion to a creature, then it must use it by spending an action, before the beginning of your next turn, to gain the potions effect.
Lastly, If a creature under the effect of a potion with a duration, drinks another potion with a duration, then the new effect overwrites the old one.
The spell level of an effect is considered to be of a level equal to its total reagent cost converted to spell level, as listed in the Spell Point Cost table in the DMG for the purpose of effects like dispel magic. The spell level is considered to be the lower of the two, if the total reagent cost, puts it between two spell levels.
Implement Reagent Cost
All Implement have a base reagent cost, which is how many reagent points you must expend to use the prepared implement. The cost can be increased, by applying traits to the implement when you prepare it. Each trait list how much it increases the cost to apply it. Implements with a reagent cost of 0, can be used even if you have no reagent points remaining.
Implement traits
Traits are extra effects that can be applied to an implement when it is being prepared, if the trait have been made available for the recipe. A trait is made available, by paying the listed research cost upon leveling up, unless it have no research cost, in which case the trait is known when the Implement is learned. Applying a trait to an implement, may adjust the Base Reagent cost and an implement can have multiple traits assigned if they have been unlocked. Traits always overwrite the base effect, in cases of conflicting effects. Traits than can be taken multiple times stacks the effect and increases the cost as detailed in the Stacking Reagent Cost Table.
Stacking Trait Reagent Cost increase.
| Number of times taken | Total Reagent Cost increase |
|---|---|
| 1 | 1 |
| 2 | 3 |
| 3 | 4 |
| 4 | 5 |
| 5 | 6 |
| 6 | 8 |
| 7 | 9 |
| 8 | 11 |
Fire Cracker
[Type:Grenade][Base Reagent cost: 0]
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
You can use an action to throw the grenade as a ranged Alchemy attack with a 30 feet range, dealing 1d10 fire damage on a hit. The damage increases by 1d10 at level 5, 11 and 17.
Applicable traits:
- Igniting: A flammable object hit by this implement ignites if it isn’t being worn or carried.
Reagent Cost Increase: 0
Research cost to unlock: 1
- Lit up: A creature hit by this implement takes an additional 1 damage at the beginning of it's next turn, and spreads bright light in a 5 feet radius and dim light in a 10 feet radius, until the end of it's next turn.
Reagent Cost Increase: 0
Research cost to unlock: 1
- Eye-irritating smoke: Smoke fills an area within 5 feet of a creature hit by the recipe that last until the beginning of your next turn. All creatures within the smoke have disadvantage on attack rolls, unless they leave it. Creatures with blindsight is immune to the smoke.
Reagent Cost Increase: 1
Research cost to unlock: 1
Lightning Rock
[Type:Grenade][Base Reagent cost: 0]
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
You can use an action to throw the grenade as a ranged Alchemy attack with a 30 feet range, dealing 1d10 Lightning damage on a hit. The damage increases by 1d10 at level 5, 11 and 17.
Applicable traits:
- Magnetizing. Creatures wearing metal armor or made of metal within a 5 feet radius of the creature hit by the grenade, reduce their movement speed by 10 feet until the end of their next turn.
Reagent Cost Increase: 0
Research cost to unlock: 1
- well-balanced. The range increases to 60 feet.
Reagent Cost Increase: 0
Research cost to unlock: 1
- Flash-Bang. All creatures within 5 feet of a creature hit by the recipe must make a con save. They become blinded and deafened until the start of your next turn on a failure.
Reagent Cost Increase: 1
Research cost to unlock: 1
Snow Globe
[Type:Grenade][Base Reagent cost: 0]
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
You can use an action to throw the grenade as a ranged Alchemy attack with a 30 feet range, dealing 1d10 Cold damage on a hit. The damage increases by 1d10 at level 5, 11 and 17.
Applicable traits:
- Flash freeze. A targeted water surface freezes in a 10 feet radius and becomes solid difficult terrain for 1 minute.
Reagent Cost Increase: 0
Research cost to unlock: 1
- Freezing. A creature hit by the grenade, have its speed is reduced by 10 feet until the start of your next turn.
Reagent Cost Increase: 0
Research cost to unlock: 1
- Slippery. The ground within the 5 feet radius of the target becomes difficult terrain until the beginning of your next turn. Each creature standing in its area when it appears must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Reagent Cost Increase: 1
Research cost to unlock: 1
Potion of healing
[Type:Potion][Base Reagent cost: 2]
Casting time: 1 action
Range: Touch
Duration: Instantaneous
You regain 2d4 + int modifier Hit Points when you drink this potion.
Applicable traits:
- Empowered. You regain an additional 2d4 Hit-Points when you drink this potion. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Fortifying. If the amount of Hit Points you would regain from drinking this potion exceed your maximum hitpoint, then you gain temporary Hit Points that last for 1 minute equal to half of the excess healing.
Reagent Cost Increase: 2
Research cost to unlock: 3
- Osmosis. You can make a ranged attack with the potion as part of the action where you activate it, applying the potions effect if it hits a creature. You're considered proficient with the attack, which have a range of 30 feet and are done with advantage against AC 10 when targeting a willing creature.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Regenerating. The potion heals an additional 1d4 hit point at the beginning of your next turn after you have drunk it. The trait can be taken multiple times, extending the number of rounds where the effect is applied.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 2
- Salve. Change the recipe type to [oil] that takes 1 minute to apply the recipe's effect. The Oil heals an additional 4d4+your int modifier hit points.
Reagent Cost Increase: 0
Research cost to unlock: 1
Walking Bag
[Type:Token][Base Reagent cost: 2]
Casting time: 1 minute
Range: 30 feet
Duration: 1 hour
This bag shaped token grows to small size when used and can hold up to 500 pounds for it's duration. If more weight is placed in it, the bag ruptures, ending the duration, and everything in the bag spills out to the ground. The Bag is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the bag follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross any obstacles or elevation change requiring hands. If you move more than 100 feet from the bag (typically because it can’t move around an obstacle to follow you), it topples over and spills it content, ending it's duration.
Applicable traits:
- Empowered: The bag can hold an additional 100 pounds. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- With Hands. The Bag can now climb and cross any elevation you could.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Taking one for you You can as a reaction, if you are targeted by an attack, and the bag is within 5 feet of you, have it leap in between to impose disadvantage on the attack. If the attack misses you but would had hit if it wasn't for the disadvantage, the bag is destroyed, spilling it's content.
Reagent Cost Increase: 1
Research cost to unlock: 1
Sleeping Gas
[Type:Grenade][Base Reagent cost: 2]
Casting time: 1 minute
Range: 30 feet
Duration: 1 Minute
This grenade sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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. Undead and creatures immune to being charmed aren’t affected by this spell.
Applicable traits:
- Empowered: Roll an additional 2d8 for the amount of Hit Points the grenade affects. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Long lasting. The recipe's effect last an additional 10 minutes. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Anguishing Nightmare Creatures put to sleep takes 1d4 psychic damage at the beginning of their turn. This damage does not wake them up.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Dulling Creatures within 20 feet of the point of impact, that are not put to sleep by the grenade has their movement halved for their next turn and can not take reaction actions.
Reagent Cost Increase: 1
Research cost to unlock: 1
Nimbus Stone
[Type:Charm][Base Reagent cost: 2]
Casting time: 1 action
Range: Self
Duration: 1 hour
You can use an action to crack the nimbus stone, causing a rain cloud to appear above you, covering a 60 feet radius for an hour. The cloud will appear as close to the roof as possible if used indoor. The cloud will extend 10 feet down from under the roof and block sight like heavy fog for any creature tall enough to be within the cloud, unless they can crouch or go prone under it.
Applicable traits:
- Long lasting. The recipe's effect last an additional hour. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Enlarged. The clouds radius extend an additional 60 feet radius. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Torrential. The clouds unleash a torrential rain, blocking sight like heavy fog for any creature below it.
Reagent Cost Increase: 1
Research cost to unlock: 1
Potion of Giants Might
[Type:Potion][Base Reagent cost: 2]
Casting time: 1 action
Range: Touch
Duration: 1 minute
You gain advantage on Strength Checks, and your carrying Capacity doubles when you drink this potion.
Applicable traits:
- Enlarging. You also gain the benefits of the Enlarge effect of the "Enlarge / Reduce spell"
Reagent Cost Increase: 1
Research cost to unlock: 1
- Strengthening. Your Strength also becomes 21 for the duration of the recipe.
Reagent Cost Increase: 8
Research cost to unlock: 3
Water drop
[Type:Potion][Base Reagent cost: 2]
Casting time: 1 action
Range: Touch
Duration: 1 hour
You can breath under water for the potions duration after you drink this potion.
Applicable traits:
- Long lasting. The potion's effect last an additional hour. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Dolphin's grace. You also gain a swim speed of 30 feet for the duration of the potion.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Low Impact. The effects of the potion is not overwritten by the effect of other potions with a duration.
Reagent Cost Increase: 1
Research cost to unlock: 1
Potion of Alacrity
[Type:potion][Base Reagent cost: 2]
Casting time: 1 action
Range: Touch
Duration: 1 minute
You gain double movement speed for the potions duration after you drink this potion.
Applicable traits:
- Lightning reflex. You gains a +2 bonus to AC, and has advantage on Dexterity saving throws for the potions duration.
Reagent Cost Increase: 2
Research cost to unlock: 2
- Lightning Speed. You also gains an additional action on each of your turns for the potions duration. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Reagent Cost Increase: 3
Research cost to unlock: 3
- Accelerated. You also deal an additional 2d6 damage, when you hit with a melee attack or a thrown ranged attack for the potions duration if you have moved at least 10 feet in a straight line before performing the attack.
Reagent Cost Increase: 2
Research cost to unlock: 2
Potion of Fire breathing
[Type:Potion][Base Reagent cost: 2]
Casting time: 1 action
Range: Touch
Duration: 1 hour
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a Dexterity saving throw, taking 4d6 + int modifier fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when the duration have ended.
Applicable traits:
- Spicy You can exhale fire one additional time. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Blast furnace: The fire now affects everybody in a 5 feet wide and 30 feet long line.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Curving Flame.: You can target a creature, even if other creatures are in between you and the target. If the potion have the Blast Furnace trait, then you can choose which creatures in the line is affected.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Low Impact. The effects of the potion is not overwritten by the effect of other potions with a duration.
Reagent Cost Increase: 2
Research cost to unlock: 2
Turtle Oil
[Type:Oil][Base Reagent cost: 2]
Casting time: 1 minute
Range: touch
Duration: 8 hour
You apply the oil to a willing creature, hardening their skin. The target’s base AC becomes 13 + its Dexterity modifier.
Applicable traits:
- Elemental Resistance For the duration, the willing creature you apply the oil to also has resistance to one damage type of your choice, chosen when you apply the oil: acid, cold, fire, lightning, or thunder.
Reagent Cost Increase: 9
Research cost to unlock: 1
- Toughening The oil also grants temporary hit points equal to your level.
Reagent Cost Increase: 1
Research cost to unlock: 1
Tree Feather Token
[Type:Token][Base Reagent cost: 2]
Casting time: 1 action
Range: Touch
Duration: 1 hour
You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree rots and harmless collapse into sawdust when the duration ends.
Applicable traits:
- Rugged bark: The tree can be climbed as easily as a ladder.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Up sized: The tree trunk increases by 5 feet diameter, it's height by 15 feet and it's branches by 5 feet in radius. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Long lasting: The tree last an additional hour. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Animated: You can use a bonus action to move the tree 20 feet and perform a melee attack with it using your INT modifier and proficiency bonus, dealing 2d6 + int modifier damage.
Reagent Cost Increase: 2
Research cost to unlock: 2
Doll Servant
[Type:Token][Base Reagent cost: 2]
Casting time: 1 action
Range: self
Duration: 1 hour
The token takes the form of a small humanoid doll that otherwise can have any appearance you desire, that can perform simple task on your behalf. When activated, the doll springs to life with an AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the effect ends. The doll can also be tiny in size, chosen when you prepare the implement.
Once on each of your turns as a bonus action, you can mentally command the doll to move up to 15 feet and interact with an object. The doll can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the doll performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the doll to perform a task that would move it more than 60 feet away from you, it falls inert.
Applicable traits:
- Empowered Increase the number of dolls by one, each one can be giving a different task with the same bonus action. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Long lasting. The recipe's effect last an additional hour. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Semi-autonomous: The doll no longer falls inert when it's more than 60 feet away from you, and you can now give it a string of task that it to the best of it's ability will do, starting with the first task giving and moving on to the next when that is completed.
Reagent Cost Increase: 2
Research cost to unlock: 1
- Grenade holder.: You can now spend an action and pay the reagent cost of a prepared grenade implement to give it to the doll. The doll can now move 30 feet and can with a bonus action be commanded to move toward a location or a creature you can see, and it will then use the grenade (costing no action) when it is at at the designated location or next to the target. The doll makes a ranged alchemy attack using your stats if the grenade must be thrown, otherwise the point of impact is centered on the doll. You can also spend 1 minute giving a doll detailed instructions for where to go or who to seek out before it uses the grenade and it will attempt to follow your instructions to the best of it's ability.
Reagent Cost Increase: 0
Research cost to unlock: 2
Potion of Health
[Type:Potion][Base Reagent cost: 3]
Casting time: 1 action
Range: Touch
Duration: Instantaneous
The potion cures you of all diseases when you drink it
Applicable traits:
- Specialized The potion's ability to remove diseases when you drink it can be removed to reduce the Reagent cost by 1.
Reagent Cost Increase: -1
Research cost to unlock: 0
- Antidote: The potion also removes the poison condition when you drink it.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Sense restoring.: The potion also removes the blinded and deafened condition.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Cramps removal: The potion also removes the paralyzed condition.
Reagent Cost Increase: 1
Research cost to unlock: 1
Horn of Blasting
[Type:Charm][Base Reagent cost: 3]
Casting time: 1 action
Range: 30-foot cone
Duration: Instantaneous
You blow the horn as part of activating the charm, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't Deafened. Creatures and Objects made of glass or Crystal have disadvantage on the saving throw and take 6d8 thunder damage instead of 3d8.
Applicable traits:
- Empowered: The Charm deals an additional 1d8 damage unless it's Creatures and Objects made of glass, in which case it deals an additional 2d8 damage. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Sympathetic resonance.: The Charm deals double damage to object and buildings.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Focused: The Area of effect turns into a 30-foot line and damage increases by 1d8.
Reagent Cost Increase: 0
Research cost to unlock: 1
- ultrasound: The Charm can only be heard by creatures with Blindsight, if it's a blindsight that can nullified by being deafened, such as that of grimlocks and bats.
Reagent Cost Increase: 1
Research cost to unlock: 1
Ceramic Bird
[Type:Token][Base Reagent cost: 3]
Casting time: 1 action
Range: Touch
Duration: 24 hour
The token turns into a small bird that can be used to deliver a message, like the Animal Messenger spell.
Applicable traits:
- Long Lasting The duration increases by 24 hour The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Roc Shape: The token can instead of being used to deliver a message, be thrown 5 foot into the air, where it turns into an enormous, bird with the shape and colour of your choice. The bird has the Statistics of a roc, but it obeys your simple commands and can't Attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as an action.
Reagent Cost Increase: 5
Research cost to unlock: 3
- Harassing.: The token can instead of being used to deliver a message, turn into a small bird with the statistics of an owl that acts under your command (costing no action) on your turn.
Reagent Cost Increase: 0
Research cost to unlock: 1
Animated Weapon
[Type:Token][Base Reagent cost: 3]
Casting time: 1 action
Range: Touch
Duration: 1 min
You use a token in the shape of a weapon an embue it with animation, turning it into a floating weapon that appears within 5 feet of you under your command, dealing either Slashing, Piercing or Bludgeon Damage, chosen when you use it. You can spend a bonus action to move the weapon up to 30 feet and have it perform a Melee Alchemy attack against a creature within 5 feet of it. On a hit, the animated weapon deals physical damage equal to 1d8 + your Alchemy ability modifier of the chosen damage type. The weapon can take whatever form you choose, that fits the chosen damage type.
Applicable traits:
- Semi-autonomous. The blade automatically seeks out the nearest hostile creature on the turn it appear to make an attack and on each following turn repeats the action on your turn (no action required). You can spend a bonus action to manually direct the blade.
Reagent Cost Increase: 2
Research cost to unlock: 3
- Embued. The animated weapon gains a +1 magical bonus on damage and to-hit roll and count as magical for the purpose of overcoming damage resistance and immunity.
Reagent Cost Increase: 1
Research cost to unlock: 2
- Steel Wind. You can spend an action to launch the blade with explosive force, sending it flying against a target within 120 feet, or within 240 feet if it also have the Speedy trait. Roll a Melee Alchemy attack as part of the action when it ends it's movement within 5 feet of the target and on a hit, increase the damage it deals for this action to 6d6 + your Alchemy ability modifier.
Reagent Cost Increase: 2
Research cost to unlock: 2
- Speedy. The summoned weapon can move up to 60 feet during your turn.
Reagent Cost Increase: 1
Research cost to unlock: 1
Stolchion Oil
[Type:Oil][Base Reagent cost: 3]
Casting time: 1 minute
Range: Touch
Duration: 1 hour
Choose either either fire, cold, acid or lightning element when you prepare this implement. The oil can coat one weapon, granting it an additional 1d4 bonus damage of the chosen element for the duration
Applicable traits:
- Arcane: The oil also makes the coated weapon count as magical for the purpose of overcoming resistance and immunity for it's duration.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Long Lasting The duration increases by 1 hour. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Illuminating. The oil makes the weapon light up like a torch for the duration. The light can be suppressed by stoving away the weapon.
Reagent Cost Increase: 0
Research cost to unlock: 1
- Water repelling. The oil removes the disadvantage for fighting with a weapon underwater without swimming speed.
Reagent Cost Increase: 1
Research cost to unlock: 1
North Wind's Fan
[Type:Charm][Base Reagent cost: 3]
Casting time: 1 action
Range: 60 feet
Duration: 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose when you use the Fan. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. You must spend a bonus action on each of your turns to maintain the effect for the charm's duration and can change the direction of the wind as part of the bonus action.
Applicable traits:
- Self-maintained The implement can be released in the air and left floating in your space when you use it, continuing to apply it's effect even if you move away from the space. You must still spend a bonus action to maintain the effect of the charm.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Passage wind: You can use minute to attune the charm to a ship and then toss the token up and suspend it 10 feet in the air behind the ships sails, where it will create a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours.
Reagent Cost Increase: 0
Research cost to unlock: 1
Bottled lightning
[Type:Grenade][Base Reagent cost: 5]
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
Bottled lightning sparks with energy when activated by reagents. You throw the grenade at a point within 30 feet of you, releasing a burst of electricity. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or take 7d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning spreads around corners
Applicable traits:
- Empowered: The grenade deals an additional 1d6 lightning damage. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Jumping Bolt: The lightning no longer affect all creatures in a 20-foot-radius sphere centered on the point of impact and instead hits up to 3 creatures of your choice, which all must be within 20 foot of the point of impact or of each others. The number of affected creatures are chosen when the grenade is thrown.
Reagent Cost Increase: 0
Research cost to unlock: 1
- Magnetizing: Creatures wearing metal armor or made of metal that have taken damage from the grenade, reduces their movement speed by 15 feet until the end if your next turn.
Reagent Cost Increase: 1
Research cost to unlock: 1
Bolt Storm
[Type:Grenade][Base Reagent cost: 5]
Casting time: 1 minute
Range: 30 feet
Duration: Instantaneous
This grenade releases a flurry of metal spikes when it explodes, impaling any caught in it's blast. You throw the grenade at a point within 30 feet of you that it can land on top off and the grenade then explodes at the end of the turn of a creature chosen when you use the grenade, but no later than the end of your next turn. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or take 7d6 magical piercing damage on a failed save, or half as much damage on a successful one. The spikes does not spread around corner.
Applicable traits:
- Empowered: The grenade deals an additional 1d6 magical piercing damage. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Remote Triggered: You can as a reaction make the grenade explode, dealing it's effect, when a creature moves into or within 20 feet of where it's been thrown, if the grenade have not yet blown up.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Enlarged: The grenade's area of effect expands by an additional 5 feet radius. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
Noxious Fumes
[Type:Grenade][Base Reagent cost: 5]
Casting time: 1 action
Range: 30 feet
Duration: 1 minute
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Applicable traits:
- Poisonous Creatures that fails their constitution save are also inflicted with the poison condition for 1 hour and can make a save to end the effect at the end of their turn.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Flammable: The cloud can be ignited by any open flame, removing the cloud immediately. All creature within the cloud when it ignites must make a Dexterity Saving throw, taking 8d6 damage if they fail and half if they succeed.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Enlarged. The clouds radius extends an additional 10 feet radius. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
Mint Breath
[Type:Potion][Base Reagent cost: 5]
Casting time: 1 action
Range: 60 feet cone (self)
Duration: Instantaneous
A blast of cold air erupts from your mouth immediately after you drink the potion. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 7d6 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Applicable traits:
- Empowered: The potion deals an additional 1d6 cold damage. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Slippery. The surface within the cone becomes difficult terrain for 1 minute. Each creature standing in its area when it appears must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Enlarged. The Cone's range extends an additional 10 feet radius. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
Bottled Ocean
[Type:Grenade][Base Reagent cost: 5]
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
Water splash around in a bottle like a sea at storm when activated by reagents. You throw the grenade at a point within 30 feet of you, releasing cone of water in a direction of your choice. Each creature in a 60-foot-cone centered on that point must make a Strength saving throw. On a failed save they take 6d6 magical bludgeon damage and are pushed away from the point of impact to the edge of the cone. On a success they only take half of the damage and are not pushed. The water extinguishes all non-magical flames but does not spread around corners.
Applicable traits:
- Empowered: The grenade deals an additional 1d6 bludgeon damage. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Enlarged The cone extends for an additional 10 feet. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Water Jet: The cone is replaced with a 120 feet long and 10 feet wide line and the damage on a failed save is now 7d6 and half on a success. The Enlarged trait increases the length with an additional 20 feet.
Reagent Cost Increase: 0
Research cost to unlock: 1
Panicking Pipe
[Type:Charm][Base Reagent cost: 5]
Casting time: 1 action
Range: 30 feet cone (self)
Duration: 1 minute
A haunting tune sends shivers down the spine when you play this instrument. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw to end the effect. You must spend a bonus action on each of your turns to maintain the effect for the charm's duration and if you do not, the duration ends early.
Applicable traits:
- Expanding Sound Waves The cone is replaced with a 30 feet radius centered on you.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Enlarged The cone extends for an additional 10 feet, or the sphere extends for an additional 5 feet radius if it also have the Expanding sound waves trait. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Selective hearing You can exclude a number of creatures within the charms area of effect, equal to your proficiency bonus.
Reagent Cost Increase: 1
Research cost to unlock: 1
Earth Diving Bell
[Type:Token][Base Reagent cost: 5]
Casting time: 1 action
Range: self
Duration: 1 hour
The token expands into a large bell when activated with windows lining the surface and a hatch that can be opened. The bell covers a 10 feet radius space and is 10 feet high, with room for 6 medium sized creature. A large sized creature counts as 2 medium sized.
The bell can be commanded when you're within it, (costing no action) to levitate vertically up or down at a speed of 30 feet per round and can move through solid ground making no sound and leaving undisturbed rock and dirt in it's wake. If the duration of the Bell ends while in the midst of solid rock, the bell dissipate, leaving the creatures inside it, in a pocket of space in the shape of the bell.
You can also dismiss the bell ending it's duration early with an action.
Applicable traits:
- Long Lasting The duration last an additional hour. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Enlarged The bell can fit an additional 2 medium sized creature. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Sonic Monitoring You can now make a perception check to listen for any sound being made within 60 feet of the bell, when it is buried in the ground.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Ambush You can now dismiss the bell as a reaction, when it exits the ground into an empty space where it can fit.
Reagent Cost Increase: 1
Research cost to unlock: 1
Builders instrument
[Type:Charm][Base Reagent cost: 6]
Casting time: 1 action
Range: 5 feet
Duration: Instantaneous
The charm takes the form of a small instrument of your choice that you play when you activate it. You choose a stone object of Medium size or smaller or a section of stone that fits within a cube no more than 5 feet in any dimension that's within range and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Applicable traits:
- Enlarged Increase the number of cubes of a section of stone that can be shaped increases by one. The trait can be taken multiple times. Taking the trait 4 times, also makes it possible to affect a Stone Object of size Large.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Precise: Finer Mechanical Details is now possible.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Distant: The range increases by 30 feet. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 2
- Offensive shaping: The shaping can be done swiftly allowing you to shape a form striking against a creature. Perform an Alchemy Melee attack as part of using the charm, against a creature within 5 feet of the targeted stone object or stone section. On a hit, the attack deals 12d6 piercing or bludgeon damage, chosen when you use the charm. The enlarged trait increases the damage by an additional 1d6 each time it's taken for this recipe.
Reagent Cost Increase: 1
Research cost to unlock: 1
Potion of Escape
[Type:Potion][Base Reagent cost: 6]
Casting time: 1 action
Range: 5 feet
Duration: 1 hour
The liquid in the potion seems to not touch the surface of the inside when activate. For the duration after you drink the potion, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that have grappled you. Finally, being underwater imposes no penalties on the your movement or attacks.
Applicable traits:
- Long Lasting The duration increases by 1 hour. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Low Impact. The effects of the potion is not overwritten by the effect of other potions with a duration.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Swift. The potion also increase your existing land movement speed and your swimming speed with 5 feet. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
Instant Wall
[Type:Token][Base Reagent cost: 6]
Casting time: 1 action
Range: 5 feet
Duration: 1 hour
The token takes the form of a small brick that expands into a brick wall when activate. The brick must be placed on a horizontal surface next to you, from where wall made of non-magical bricks grows out, with an 6 inch thickness, a width of up to 60 feet and a height of up to 20 feet and stops it's growth to fit, if it's placed within a smaller area. The height can be increased with 5 feet, for each 5 feet the width is made thinner and vice versa
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its speed so that it is no longer enclosed by the wall.
A 5 feet radius hole can be made in the wall, by dealing 90 damage to the same location.
The wall harmless collapse to dust at the end of it's duration.
Applicable traits:
- Long Lasting The duration increases by 1 hour. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Empowered. The amount of damage it takes to form a 5 feet radius hole in the wall, increases by 10. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Enlarged. The width the wall can be increased with up to 10 feet. As usual, you can increase the height by reducing the width and vice versa. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Fulcrum. You may now spend an action to tip the wall, if you're within 5 feet of it. The wall tips in the direction of your choice and all creature within an area equal to it's height and width must make a dexterity save. They'll take 12d6 bludgeon damage and are knocked prone on a failure, and only take half damage and are not knocked prone on a success. The wall collapse into dust immediately afterward.
Reagent Cost Increase: 1
Research cost to unlock: 1
Iron Bands
[Type:Grenade][Base Reagent cost: 7]
Casting time: 1 action
Range: 30 feet
Duration: 1 hour
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within range. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged Alchemy attack roll. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it or until an hour have passed. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more in a space next to the target. The token can be picked up and reused of it misses. A creature, including the one restrained, can use an action to make a Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, the creature can try again at the end of each of it's turn.
Applicable traits:
- Expanding bands All medium sized or small creature within 5 feet of the target must take a Dexterity save or be restrained too in the same manner. A successful Strength Check to Break the Iron Bands only frees one creature and the item isn't destroyed until everybody are freed.
Reagent Cost Increase: 2
Research cost to unlock: 1
- Crushing Tightness: The token deals 5d6 bludgeon damage when it hits.
Reagent Cost Increase: 2
Research cost to unlock: 2
- Spherical Hold: The outer ring of the iron bands form a sphere, causing the target to move 60 feet down slope at the beginning of it's turn, if it is on one. The target can also be pushed with an athletic (Str) check by anyone next to it, moving 5 feet it for each point the result excess 8.
Reagent Cost Increase: 1
Research cost to unlock: 1
Transportable Atelier
[Type:Token][Base Reagent cost: 7]
Casting time: 10 minutes
Range: Touch
Duration: 24 hour
The token takes the form of a rolled up tent, that can be set up taking 10 minutes and when entered reveals a larger inside than outside. When you prepare the implement, then decide on an interior floor plane. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side and the surface can feel and look like any material you desire.
The Atmosphere is clean, fresh, and warm, but the interior is otherwise empty and any furniture must be brought in. Any furniture that releases smoke, will be ventilated out of the top of the tent.
The Tent can for the entirety of it's duration be packed down again taking 10 minutes if no living creature is inside, and anything placed inside the tent appears on the same spot, when it is set up again.
At the end of it's duration anything inside the tent will be expelled to the nearest empty spot next to it, which can be prevented by paying the tokens reagent cost at the end of a long rest to extend the duration by 24 hours, or 48 hours if it have the long lasting trait. You do not need to have the implement prepared when you do so, but must be inside or next to the tent when you do so.
Applicable traits:
- Enlarged Increase the number of cubes for the floor plane by an additional cube. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 1
- Long lasting. The recipe's effect last an additional 24 hours.
Reagent Cost Increase: 0
Research cost to unlock: 1
- Private: Sensors created by Divination Spells can't appear inside the protected area or pass through the exterior to look inside.
Reagent Cost Increase: 2
Research cost to unlock: 1
- Secured.: Nothing can Teleport into or out of the interior area and Planar Travel is blocked within the interior area.
Reagent Cost Increase: 2
Research cost to unlock: 1
Potion of Vitality
[Type:Token][Base Reagent cost: 7]
Casting time: 1 action
Range: Self
Duration: 24 hours
The potion pulse with light like a steady heartbeat. When you drink this potion, it removes one level of exhaustion that you are suffering and for the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend.
Applicable traits:
- Sustained fortitude You gain advantage on your constitution save to avoid exhaustion for the potions duration, when you perform a Forced March.
Reagent Cost Increase: 1
Research cost to unlock: 1
- Invigorating. You may spend a number of Hit Die equal to your proficiency bonus to regain hit points, as part of the same action when you drink this potion.
Reagent Cost Increase: 2
Research cost to unlock: 2
- Fortifying: You gain advantage on your next constitution save made within the potions duration and if you have made a constitution save, then you regain the advantage after a short rest.
Reagent Cost Increase: 2
Research cost to unlock: 2
Miniaturized Thumper
[Type:charm][Base Reagent cost: 2]
Casting time: 1 action
Range: 10 feet
Duration: Instantaneous
You place the cylinder shaped thumper onto the ground by your feet, which with one solid strike, causes tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Applicable traits:
- Enlarged the radius increases with an additional 5 feet. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Repeatable Thumping The thumper persist after you place it on the ground, repeating it's effect at the beginning of your next turn, originating from where you placed it. The effect can be ended early by dealing 5 damage to the thumper, which have an AC of 10. The trait can be taken multiple times, lasting for 1 round for each time you take it.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 2
- Disruptive: Creatures in the area with tremorsense must also make a Constitution saving throw. On a failed save, they lose the benefit of tremorsense, until the end of your next turn.
Reagent Cost Increase: 1
Research cost to unlock: 1
Solar Gem
[Type:charm][Base Reagent cost: 0]
Casting time: 1 action
Range: self
Duration: 1 hour
This small gem sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the gem with something opaque blocks the light. The Implements effect ends if you use it again or ends it's the effect as an action.
Applicable traits:
- Enlarged the radius of the bright light and dim light increases with an additional 10 feet. The trait can be taken multiple times.
Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.
Research cost to unlock: 0
- Burning out You can spend an action to have the gem burn itself out with a sudden powerful flash. All creatures within the bright light except for yourself, must make a dexterity saving throw to avert their eyes. On a failed save, they are blinded until the end of your next turn. The gem immediately crumble to dust afterward.
Reagent Cost Increase: 2
Research cost to unlock: 1
- Image of light: You can spend an action to have the gem create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The gem most be within the cube. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects and can not move.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Reagent Cost Increase: 0
Research cost to unlock: 1
Design notes and points of balance for playtesters
Feature: Journeyman Alchemist cost and crafting time.
The cost and crafting time for the Journeyman Alchemist feature, have been balanced around the Xanathar's guides number for crafting a healing potion. It might be prudent for individual tables to consider altering the numbers to fit their campaign.
Creating your own implements and traits
The base implement cost is balanced around an implements spell level equivalent if it was a spell, using the spell point variant rule. For example, if the effect of an implement would be considered the equivalent of a level 4 spell, then the Reagent Cost would be 6.
The alchemist recipe list, intentionally does not get any implements which have a higher Base Reagent cost than 7, to balance the flexibility of what is essentially a spell point system, against access to high level spell equivalent, except through the application of traits that improves on the baseline effect of implement, or alters it in a thematically fitting way. Implements with the base effect of level 6 or level 7 spells equivalent could be considered, but level 8 and 9 spell level equivalent should be avoided.
Implements that grants the same effect as a spell that requires concentration should under normal circumstances not have access to the "Low Impact" trait, and have a spell level equivalent in Base Reagent cost that's 1 or 2 level higher than the equivalent spell. See "Potion of Alacrity" as an example, which have a Reagent Cost of 7 when it grants all of the features of a haste spell. This makes it the equivalent of a level 5 spells if using spell point system.
Implements that instantaneously deals damage, except for those with a base cost of 0, should do 1 die less damage than the equivalent spell level, to balance the flexibility of being able to use high cost implements more often. See the "Bottled Lightning" implement which is a fireball equivalent, that does 1d6 less damage at its base cost.
Field of Synthesis feature: Recycled Ingredients.
If an alchemist does not get significant use out of the recycled trait, then consider increasing the number of implements it can be applied to from 1, to Half of the Proficiency Bonus rounded down.
Sentient Weapon stat increase from traits
It should not break balance to have the Alchemist decide for themselves which trait is increased, when the Sentient weapon gains an Albedo, Citrinitas and Rubedo trait, instead of locking the stat increase to the chosen trait.
Alchemist and Adventuring days
The Alchemist is balanced around the concept of adventuring day, where there are 6-8 resource draining encounter between each long rest including, but not limited to combat encounters.