Magnum Opus ver. 2.2. An Alchemist Homebrew

by Atelier

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Part 1 | The Alchemist
The Alchemist
Level Proficiency Bonus Features Reagent Points Max Reagent cost
1st +2 Alchemy, Ingredients gathering 4 2
2nd +2 Alchemical Research 4 2
3rd +2 Field of Research 6 3
4th +2 Ability Score Improvement 14 3
5th +3 Journeyman alchemist 14 5
6th +3 Field of Research feature 17 5
7th +3 Improvised Alchemy 27 6
8th +3 Ability Score Improvement 27 6
9th +4 - 32 7
10th +4 Field of Research feature 38 7
11th +4 Magnum Opus: Negredo traits 38 9
12th +4 Ability Score Improvement 44 9
13th +5 - 57 10
14th +5 Field of Research feature 57 10
15th +5 Magnum Opus: Albedo traits 64 11
16th +5 Ability Score Improvement 73 11
17th +6 - 73 13
18th +6 Magnum Opus: Citrinitas traits 73 13
19th +6 Ability Score Improvement 84 13
20th +6 Magnum Opus: Rubedo traits 84 13

The Alchemist

A dwarf gleefully watches as his chimera tears through 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 measures out the distilled droplets that will be mixed into the token 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 who seeks to unravel the very nature of creation, dissecting it and then putting it together as talismans, potions or life itself.

Each alchemist's field of research allows them to express their soul, while the magnum opus that they'll one day create is as much a tool as it is a statement and a work of art.

Researchers and craftsmen of creation

To be an alchemist is to understand the forces and components that make up the material plane and to use this understanding to manipulate and combine them into new matter with wondrous effects, bound together with a little bit of the alchemist's own Viriditas.

The life force that alchemist believe resides in all things is tied to the Anima Mundi, the living soul of all of creation. To the layman alchemists' work is something that happens in a lab but even the most novice alchemist can swiftly whip up potent concoctions and talismans in the field with scrounged up ingredients.

Alchemists learn early that to understand everything is simply too much and find an aspect that speaks to them or choose the most effective means of achieving their goals, focusing their research on a specific field.

Some focus on the life force itself, others on the crafting of life and some on the very process of creation itself.

Part 1 | The Alchemist

Magnum Opus

For the vast majority of its practitioners research into alchemy eventually stops or at least slows down when they master the art enough to make a living, becoming the potion peddlers, court doctors and village wisemen of the world. For the driven though, their art allows them to unlock deeper secrets of how aspects of the world works, 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 often found in delving into dungeons for ancient secrets, traveling the world to gather unknown materials or thwarting invasions, before they can reach their labs and ruin their carefully set up experiments.

For some, that drive will allow them to set foot in the garden of gods. Bringing true sentience to weapons, crystallize their life philosophy into a physical form or grasp a resemblance of the first primordal spark.

Creating an Alchemist

When creating an alchemist character, consider why you decided to study the art. Is it for the science itself, the tools it provides or perhaps simply to live up to parental expectations? Talk to your DM about what role and place alchemy has in the campaigns society. It might be a lost art or taught side by side with magic in academies. How did you learn to perform alchemy? In class, under an apprenticeship or maybe just self-taught from dusty old books found in your family's attic? What led you to take up the adventuring life? Did you learn all you could from studying and sought to expand your knowledge through implementation? Were your studies simply a tool, something to be used to achieve your goals, the knowledge a means to an end? Perhaps you were at risk of failing your classes and your teacher decided that life would be a better teacher to than books ever could be. Or did you stumble upon rumors 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, Intelligencs should be your highest ability score, followed by Constitution. Second, choose the Sage or Guild Artisan background. Third, choose the Fire Cracker, Potion of healing, Walking Bag, Sleeping Gas and Potion of Alacrity implements.

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: Simple weapons
  • Tools: Alchemist's supplies

  • Saving Throws: Constitution, Intelligence.
  • Skills: Choose two from Arcana, Investigation, Medicine and Nature.

Equipment

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

  • (a) any 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 recipe book containing recipes for alchemical implements that you can make which documents your budding understanding of Alchemy. See Page 15, “The Law of Alchemy” for the general rules of using Alchemy and Page 16 "The Recipe List" for how the individual recipes function.

Recipe book

At 1st level, you have a Recipe book containing the recipe for four Implement of your choice with a max base cost of 2 and one Implement with a max base cost of 0.

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. To do so, choose a number of implements equal to your Intelligence modifier + half your alchemist level (rounded up) (minimum of one recipe). The reagent cost for each of the Implements 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 as 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, you have a pool of 6 reagent points. With an Intelligence of 16, the number of Implements you can have prepared is five chosen from your recipe book, which can include Implements with a reagent cost of up to 3. If you prepare the implement Turtle Oil, you can use it by expending 2 reagent points.

Part 1 | The Alchemist

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 recipe book and preparing the Implements for use: at least 1 minute per reagent cost for each Implement on your list.

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 for example discover records for how to make an Implement on a wall in an old alchemy lab 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 researchable trait, you can add it to your recipe book if its of a base reagent cost is lower than your max reagent cost and if you can spare the time to decipher and copy it.

Copying an Implement or trait into your Recipe book involves reproducing its basic form, then deciphering the unique system of notation used by the alchemist who wrote it. You must practice with the Implement or trait until you understand the crafting method, then transcribe it into your recipe book using your own notation.

For Implements, the process takes 1 hour and costs 25 gp for each of its base reagent cost, for traits the process takes 1 hour and costs 25 gp for each of its each research cost. The cost represents materials 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 recipe book into another book—for example, if you want to make a backup copy of your recipe book. This is just like copying a new Implement into your recipe book, but faster and easier, since you understand your own notation and already know how to use the Implement or trait. You need spend only half an hour and 5 gp for each base reagent or research cost.

If you lose your recipe book, you can use the same procedure to transcribe the Implements and unlocked traits that you have prepared into a new recipe book. Filling out the remainder of your recipe book requires you to find new Implements to do so, as normal. For this reason, many alchemist keep backup recipe book in a safe place.

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 an Implement you use and when making an attack roll with one.

Alchemy save DC = 8 + your proficiency bonus + your Intelligence modifier

Alchemy attack modifier = your proficiency bonus + your Intelligence modifier

Learning new Recipes after the first Level.

Each time you gain an Alchemist level, you can add one Implement of your choice to your recipe book. The Implement's reagent cost cannot exceed your Max Reagent Cost as shown on the Alchemist table. On your adventures, you might find instruction for other Implement that you can add to your recipe book (see the “Your recipe book” sidebar).

Ingredients gathering

The basis of alchemy is to gather the right ingredients for your Implements. During a short rest you can spend time gathering ingredients to prepare reagents, allowing you to recover a number of reagents point equal to your alchemist level.

Art by sunako

Part 1 | The Alchemist

Alchemical Research

Starting at 2nd level, you learn how to further improve on basic Implements, allowing you to tailor them to your needs. When you reach this level and every level after it you gain 3 research points. You can choose Implements you know when you level up and assign traits to them, paying the corresponding research point cost. Researched traits are permanently known and spent research points can not be recovered in any way.

A trait that has been researched for an Implement can be applied to it when you prepare it, increasing the reagent cost as listed in the trait description and adding the traits effect to the implement. You have to spend research points for each implement that uses a trait, even the name of the trait is the same. The total reagent cost of a prepared Implement with applied traits cannot exceed the value in the Max Reagent Cost column on the alchemist table. You can prepare more than one of the same Implement (with various or no traits at all), 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 research point payed for the trait you wish to learn. You must spend at least 8 hours each day that you spend on researching the trait, though they do not have to be consecutive.

Field of research

At 3rd level, you begin your path down the field within alchemy that you will dedicate most of your research to, gaining new knowledge in the field of your choice, chosen from the list of available fields of research. Your choice grants you features at 3rd level and again at 6th, 10th and at 14th level.

Ability Score Improvement

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

Journeyman Alchemist

Starting at 5th level, 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, though they do not have to be consecutive.

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 at the DMs' discretion.

Improvised Alchemy

At 7th level, you learn how to mix in enhancing agents into your prepared implements when you use them in a swift, if inefficient process. As a bonus action you can to apply a trait you have researched to a single use of the corresponding implement you have prepared, and expend 2 reagent point, in addition to the reagent cost of the trait. The 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 11th level, you start the process to craft your magnum opus, an object of great power matching your vision, which starts it's existence in the chaotic Negredo state. Choose a Magnum Opus from the available options and apply two of the available Negredo traits available of your choice to your 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, though they do not have to be consecutive. A lost Magnum Opus loses all power, upon the creation of a replacement.

Magnum Opus, Stage Albedo

At 15th level, Your Magnum Opus enters the purified Albedo State and grants you even greater power. Apply one of the available Albedo traits of your choice to your 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 18th level, Your magnum opus enters the transformative Citrinitas State. Apply one of the available Citrinitas traits of your choice to your 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 20th level, Your Magnum Opus enters the final Rubedo State. Apply one of the available Rubedo traits of your choice to your chosen Magnum Opus.

Part 2 | 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.


The Philosopher's Stone represents your belief on how alchemy should be approached and perhaps is a reflection of how life itself should be approached, crystallized into a physical shape and aiding you in your craft. You might choose to have it make your implements last for longer, representing a belief in steady progress. You could choose to have it make your implement more impactful, similar to your own forceful approach to problems. Or maybe all that matters is sheer optimization, which also speaks volume of who you are.

Your Philosopher's Stone might resemble an uncut gem with its colour representing its stage, be part of a valuable necklace or the pommel stone of your staff. It grants you the following benefits, as 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.

At certain levels, you choose additional traits for your Philosopher's Stone, applying the chosen effect as longs as it is in your possession.

Negredo Trait
  • A coin a day: You can turn one rock into a piece of silver. Once you use this feature, you can’t use it again until you finish a long rest.
  • Illuminating: You can cause your Philosopher's Stone to shed bright light in a 30-foot radius and dim light for an additional 30 feet (requiring no action).
  • Ageless: While the Philosopher's Stone is in your possession, you no longer age.
  • Water from a Stone: You can squeeze 6 gallon of water from the stone, taking 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
Albedo Trait
  • Stoicheion Element: At the end of a short or long rest, you can change the type of any Implement you have prepared that does fire, lightning, acid, or cold damage to one of the four mentioned.
  • Potion from a Stone: When you choose this trait, decide on a Potion Implement that you can prepare with a max reagent cost of 4. You can use that implement without having it prepared and spending reagent points. Once you use this Implement this way, you can’t do so again until you finish 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 modifying your Philosopher's Stone, though they do not have to be consecutive.
  • Lucky Charm: When you are forced to make a saving throw you can use your reaction to gain advantage on the saving throw. Once you use this feature, you can't do so again until you finish a long rest, unless you use your bonus action to expend 5 reagent points.
Citrinitas Trait
  • Extended Alchemy: Reduce the Reagent cost of any prepared implement by 1 if the implement has the Long Lasting or the Extended trait applied to it.
  • Empowered Alchemy: Reduce the Reagent cost of any prepared implement by 1, if the implement has the Empowered trait applied to it 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 increase reagent cost.
Rubedo Trait
  • Prima Materia: You gain a number of additional reagent points equal to your alchemist level.
  • Overcharged implement: The Max Reagent Cost of your Implements increases by 1
  • Cogito, ergo id est: You can choose an Implement you know and treat one of the available traits as if you had researched it for the purpose of preparing implements, increasing the reagent cost as usual. You can change your choice to a different Implement or trait at the end of a short rest.
Part 2 | Magnum Opus

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. Then came fire, scraping away at the edges of shadows and since then, man's existence has been a continued struggle to spread the first fire to banish all darkness. Of 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 ingredient to create very explosive concoction. Your fuel for the 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 wood-like substance that regrows when you whittle tinder from it. As long as it is in your possession, it grants you the following benefits:

  • You can add your Intelligence modifier to the damage of any grenade type implements you have prepared.
  • When you use a grenade or potion Implement that does damage, you can change its type to fire.

At certain levels, you get to choose traits for the fuel to the fire of Creation, applying the chosen effect while it is in your possession.

Negredo Trait
  • Smoke Signal: You can spend 1 minute and 1 reagent point to release smoke that fits within a 100ft cube. It then rises up into the air forming the shape you decide when releasing it.
  • Hearth Fire: You can spend 1 minute to create a small, portable heat source that fits in the palm of your hand to keep you warm. Keeps you at a comfortable temperature for 24 hours, down to −80° F. Once you use this feature, you can't do so again until you finish a long rest, unless you expend 1 reagent point.
  • Forge Fire: When you make an ability check that uses your proficiency with an artisan's tools that requires a heat source, such as blacksmith's tool or Baker's supplies, you gain advantage for that check. You 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: During a short rest, you can purify up to 6 gallons of water that otherwise wouldn't be 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 implement prepared by you that deals fire damage ignores resistance and affects creature with immunity as if they had resistance.
  • Purifying Flame: You can expend 9 reagent points and an action to remove all debilitating effects that Greater Restoration can, except exhaustion levels, from a willing creature within 5 feet.
  • Standardized Formula: When you choose this trait, decide on a Grenade Implement that you can prepare with a reagent cost of 2 or lower. You can use that implement without having it prepared and spending reagent points. 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 modifying your Fuel of the Fire of Creation, though they do not have to be consecutive.
Citrinitas Trait
  • Propellant: Extend the range of all grenade implements prepared by you by 60 feet. This feature works in conjunction with traits that extend range.
  • Shock Waves: When you hit a creature hit by a grenade Implement that requires an attack roll it must succeed on a Strength saving throw or fall prone. Additionally, when a creature fails a saving throw imposed by a grenade Implement prepared by you, they also falls prone in addition to the normal effects of the implement.
  • Cool flame: Any potion Implement you prepare also grants immunity to fire damage caused by implements prepared by you for the potions duration. A potion with the duration of instantaneous grants this benefit until the end of your next turn.
Rubedo Trait
  • Big Bang: When ever you roll damage for a grenade type implement prepared by you, treat all results of 1 and 2 as 3.
  • Inner Flame: Any potion Implement you prepare also grants temporary hit points equal to your alchemist level. These hit points last for the potions duration or one hour, which ever is greater.
  • Phoenix' Flame: If your current hit points are equal to or less than half of your maximum and you would take fire damage from an Implement prepared by you (if you would make a saving throw you can choose to fail it automatically), you can use your reaction to change your hit points to the difference between your current hit points and the fire damage you would have received. For example, if an Implement would deal 23 fire damage to you while you have 2 hit points, your current hit points become 21.
Part 2 | Magnum Opus

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. While an alchemist may find peace with themselves, knowing that the struggle will not be over even after they are gone, they might not be content with not leaving something behind for those who follow. This Magnum Opus is a means of continuing your vision even after you are gone and a powerful companion and weapon while you're still around.

A Sentient Weapon can take the shape of a simple, anonymous sword that merely cuts very well, an elaborated staff covered in jewelry 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 blocks and choose either Piercing, Slashing or Bludgeoning for its damage type.

Type Damage Properties
Martial 2d6 Two-handed
Martial 1d8
Martial Ranged 1d6 Range 150/600, Two-handed

Next, decide upon it's mental state by assigning 15, 14 and 11 to Intelligence, Wisdom and Charisma and assign proficiency in one of the following: Persuasion, Intimidation or Deception. Lastly, choose it's alignment and Special Purpose.

A Sentient Weapon can communicate by transmitting emotions to you or its wielder and can see and hear up to 30 feet. Its proficiency bonus is +2 or equal to it's wielder, whichever is highest. It counts as a magical weapon for the purpose of overcoming resistance and immunity. You are considered proficient with your Sentient Weapon and can lend it to others to use, for as long as you are willing. Creatures other than you must attune to it to gain its benefits.

Additionally, you gain the following benefits while the Sentient Weapon is in your possession:

  • You gain +5 bonus on your passive perception.
  • You can use an action and spend reagent points 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 its range. If the weapon has the two-handed property you spend 6 reagent points, otherwise you spend 3 reagent points to use this feature.

At certain levels, you get to choose traits for your Sentient Weapon, applying the chosen effect immediately.

Negredo Trait
  • Knowledgeable: The Sentient Weapon gains proficiency in two of the following: Arcana, Nature, Religion, History. You or the creature attuned to it also gains the same proficiencies while wielding it. Its Intelligence score also increases by 2.
  • Alert: The Sentient Weapon gains proficiency in Perception and Insight, it gains darkvision and the range its senses extends to 120 feet. Its Wisdom score also increases by 2.
  • Chatty: The Sentient Weapon can speak and understands up to 3 languages you speak. When a creature other than you is attuned to it, they know how to speak the languages the other knows and they communicate telepathically with each other. You or the creature attuned to it also gains proficiency in Persuasion, Intimidation or Deception, whichever the weapon is proficient in. Its Charisma score also increases by 2.
  • Easy to use: The Sentient Weapon counts as a simple weapon and while you are wielding it you need to spend 2 reagent points less to animate it. Two of its ability scores also increase by 1.
Albedo Trait

In addition to the chosen trait, the Sentient Weapon now acts a +1 weapon.

  • Alchemical Force: Choose a grenade implement you can prepare with a max reagent cost of 1. The Sentient Weapon now also deals the Implement's damage and effects on a hit and the wielder is immune to the grenades effects. The Implement deals damage as if used by a level 1 alchemist. The Intelligence score of the Sentient Weapon also increases by 1.
  • 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. The Wisdom score of the Sentient Weapon also increases by 1.
  • 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 to a hit with the Sentient Weapon. If the Sentient Weapon is animated, the effect is cast from its location. The Charisma score of the Sentient Weapon also increases by 1.
Part 2 | Magnum Opus
Citrinitas Trait

In addition to the chosen trait, the Sentient Weapon now acts a +2 weapon.

  • Alchemical Power: Choose a grenade implement you can prepare with a max reagent cost of 5. As a reaction to a hit with the Sentient Weapon, the wielder can activate the effect of the grenade implement as if they had used the grenade implement targeting the hit creature. The wielder is immune to the grenade's effect. If the Sentient Weapon is animated, the effect is cast from its location. Once this feature is used twice, it can't be used again until the wielder finishes a short rest. The Intelligence score of the Sentient Weapon also increases by 1.
  • Enhancing Weapon: Choose a potion implement you can prepare with a duration and a max reagent cost of 5. As a bonus action, the wielder can 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. If Sentient Weapon is animated, the effect is cast from its location. Once this feature is used twice, it can't be used again until the wielder finishes a short rest. The Wisdom score of the Sentient Weapon also increases by 1.
  • 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 to a hit with the Sentient Weapon. If Sentient Weapon is animated, the effect is cast from its location. Once this feature is used twice, it can't be used again until the wielder finishes a short rest. The Charisma score of the Sentient Weapon also increases by 1.
Rubedo Trait

In addition to the chosen trait, the Sentient Weapon now acts a +3 weapon.

  • Alchemical Might: Choose a grenade implement you can prepare with a max reagent cost of 9. As a bonus action, the wielder of the Sentient Weapon can launch a bolt of energy, as if they had used the chosen implement. If the implement is animated, the bolt is launched from the weapon's location. Once this feature is used, it can't be used again until the wielder finishes a short rest. The Intelligence score of the Sentient Weapon also increases by 1.
  • Empowering Weapon: Choose a potion implement you can prepare with a duration and a max reagent cost of 9. As a reaction to rolling initiative, the wielder can bestow the implements effect upon themselves or a willing creature within 5ft of them. If the Sentient Weapon is animated, it can bestow the implement's effect upon a willing creature within 5ft of it. Once this feature is used, it can't be used again until the wielder finishes a short rest. The Wisdom score of the Sentient Weapon also increases by 1.
  • 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 to a hit with the Sentient Weapon. If the Sentient Weapon is animated, the effect is cast from its location. Once this feature is used, it can't be used again until the wielder finishes a short rest. The Charisma score of the Sentient Weapon also increases by 1.
Part 3 | Fields of Research

Field of Animus Materia

Alchemists who focus their studies on Animus Materia unlock the secret behind bestowing motion and intelligence to matter. At first, their research manifests in minor objects moving on their own, soon living armaments aid them in battle until finally their potions start resembling primordial life.

Animated tools

Starting when you choose this field of research at 3rd level, you gain the ability to animate tools that follow you around and do your bidding. At the end of a long rest, you can choose one item in your possession that weighs up to 10 pounds. It gains a flying speed equal to your walking speed. If you move more than 30 feet away from it, it follows you so that it remains within 30 feet of you. As a bonus action can use the item as if you were holding it to perform tasks feasible for its form (this cannot be an attack). If it would make an ability check, it uses your ability scores. The item stays animated until you end the effect (requiring no action), until you fall unconscious or if it is ever prevented from staying within 30 feet from you.

Animated Talismans

At 3rd level you learn the "Animated" trait. You can apply it to any token and charm Implement you know that does not already have a movement speed. Applying this trait increases the Implement's reagent cost by 1. An implement with the Animated trait gains a flying speed equal to your walking speed and when used on your turn, it can move up to its speed before activating its effect.

Animated Arms

Beginning at 6th level, you learn to command weapons and shields to aid you in battle. When you finish a long rest, you can touch a melee weapon or a shield to animate it. The chosen item gains a flying speed equal to your walking speed and must stay within 30 feet of you. It gains different benefits depending on what you animated:

  • Melee Weapon: As a bonus action, you can have your animated weapon make a melee attack using your alchemy attack modifier. Regardless of the type of weapon it deals 1d8 + int modifier damage (either Piercing, Slashing or Bludgeoning depending on the type of weapon). If you later choose the Sentient Weapon as your Magnum Opus, you can animate it with this feature and it deals damage depended on the form you have chosen instead. The damage of an animated weapon increases by 1d8 when you reach 14th level.
  • Shield: The animated shield conveys +1 AC to you or a friendly creature it shares space with. As a bonus action, you can direct it to move together with a friendly creature it shares a space with (requiring no action afterwards), as long as the creature doesn't move further than 30 feet away from you. When you reach 14th level, the shield conveys +2 AC instead.

The weapon or shield stays animated until you end the effect (requiring no action), until you fall unconscious or if it is ever prevented from staying within 30 feet from you.

When you reach at 10th level, you can have any combination of the two and can direct them as part of the same bonus action and the range they can be away from you increases to 60 feet.

Animated Vessel

When you reach 10th level, your growing power allows you to animate even greater objects like wagons and boats. When you finish a long rest, you can touch a vehicle that has room for no more than 12 medium sized creatures and give it the ability to move on its own. If it is a land vehicle like a wagon it gains a movement speed of 40 feet, if it is a sea vessel like a boat it gains a swim speed of 60 feet. It moves according to your mental command on your turn (requiring no action) as long as you're within 60 feet of it.

Living Potion

At 14th level, you learn how to bestow primordial life force to your potions, ever ready to act upon your command. You learn the "Ooze" trait and can apply it to any potion Implement. Applying this trait increases an Implement's reagent cost by 1. When you use the Implement, it is summoned as a tiny potion ooze in a space next to you with a walking and climbing speed equal to your walking speed. The ooze persists for 24 hours or until it is consumed and is immune to all damage. In combat, the ooze shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (requiring no action) but the only action it can take is to try to administer itself to a creature it shares a space with. The creature must make a Dexterity saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it gains the effects of the potion as if it had drank it. In either case, the potion ooze is destroyed in the process.

You can also give a potion ooze a condition upon which it will apply its effect to a target (taking no action). For example, you could command a Potion of Healing Ooze to apply its effect to you once your hit points drop below half of your maximum hit points.

You can control an amount of potion oozes equal to half your proficiency bonus (rounded down) at the same time and all of them act simultaneously.

Art by takemiya

Part 3 | Fields of Research

Field of Synthesis

Synthesis, along with the gathering of the right ingredients, is the very foundation of alchemy and those who focus on this basis gain a subtle but important understanding of it, that can be widely applied. Alchemists who study the core of the craft learn how to make the most of their alchemical Implements, squeezing every bit more power out of them and stabilizing their potential.

Swift Synthesis

Starting when you choose this field of research at 3rd level, your understanding of synthesis allows you to quickly break down and remake implements into different shapes. Once per day when you finish a short rest, you can switch a prepared implement for another implement in your recipe book.

Recycled Reagents

At 3rd level, you learn the "Recycled" trait. You can apply it to one of your implements that costs at least 3 reagent points. Each time after you use that Implement you gain 1 reagent point. Applying this trait increases an Implement's reagent cost by 0.

Stable synthesis

At 6th level, you learn the "Stable" trait. You can apply it to any Implement that requires a dice roll, allowing you to treat any roll of 1 on a die as a 2. Applying this trait increases an Implement's reagent cost by 0.

Experimental Synthesis

At 10th level, your research into the potential of alchemy grants you additional insight into its secrets. You gain 10 research point and an additional point at each following level.

Universal Implement.

At 14th level, you learn how to craft an implement that stays in an ever changing unstable state, its true form not fixed until the moment it is used. When you finish a long rest, you can prepare an universal Implement by choosing its type from Grenade, Potion, Charm, Token or Oil. As a bonus action you can turn an universal Implement into any Implement of the chosen type that is in your recipe book with a reagent cost no higher than 5 and you can use it as if you had prepared it. You can only have one universal Implement of each type prepared at a time and each one counts as .

The Alchemist by William Fettes Douglas

Part 3 | Fields of Research

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

Starting when you choose this field of research at 3rd level, you learn how to create controlled explosions to reshape the world around you to your desires. Your grenade Implements deal double damage to objects and structures that you have investigated for at least 1 minute.

Additionally, you can spend 10 minute and expend 3 reagent points to attach an explosive to the surface of an object and structure. After it detonates, it leaves a 5 feet diameter sphere crater where it was attached, 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 you expend. The amount of reagent points spent this way cannot exceed your Max Reagent Cost as shown on the Alchemist Table.

The explosion can be delayed for up to 1 minute, which you decide after attaching the explosive and can be heard up to 200 feet away.

Every creature caught in the explosion must make a Dexterity saving throw, taking 1d6 damage per reagent point spent on a failed save, or half as much damage on a successful one. This damage can be either Fire, Cold, Lightning or Acid which you choose when after attaching the explosive.

Shape charged explosive

At 3rd level, you learn the "Shape charged" trait. You can apply it to any implement 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 to exclude a number of creatures equal to your proficiency bonus from the implements area of effect.

Grenadier

Beginning at 6th level, add your proficiency bonus to the damage of your grenade Implements.

Controlled explosion

From 10th level, you gain even greater control over your explosions, wielding them like fiery scalpels. You can now delay the explosion for 1 hour before detonating it. When you attach an explosive to an object or surface as detailed in the "Demolition Expert" feature, you can spend an additional 3 reagent points to decrease the size of the explosion below 5 feet diameter, to a minimum if 1 inch. The shape of the crater can be any geometric shape that fits within the explosions sphere as long as it is no smaller than 1 inch in any dimension. Additionally, you can spent twice as many reagent points as you would normally so the explosion can only be heard up to 20 feet away.


Reagent points spent with this feature do not count towards the damage the explosion does.

Advanced explosives

At 14th level, your mastery of your craft allows you to create complex explosives others dare not dream off. You reduce the reagent cost of all grenade Implements by 2 whenever you apply at least 1 trait to them.

This cannot reduce the cost to less than the Implement's base cost. For example, a grenade Implement with a base cost of 3 reagent points with a trait that raises its reagent point cost by 1 will still cost 3 reagent points to use.


Art by Nick Serpilov

Part 3 | Fields of Research

Field of Alchemical Archery

One of the greatest challenge of the practical implementation of knowledge is that of distance. To get an Implement to where it is needed the most some alchemist eons ago found the same solution as warriors used to solve the problem of distance: arrows. Focusing their studies on Alchemical Archery, these Alchemists craft implements in the form of arrows, allowing a precise and safe delivery of both harm and healing over a distance.

Calculated trajectory

Starting when you choose this field of research at 3rd level, you gain proficiency in long bows, hand crossbows and heavy crossbows. When you attack with a ranged weapon you are proficient with, you can use your Intelligence modifier, instead of Dexterity, for the attack and damage rolls.

Special delivery

At 3rd level, you learn the "Robust Container" trait which can be applied to any potion Implement. Applying this trait increases the Implement's reagent cost by 1. A potion with this trait can be launched from a ranged weapon that uses bolts or arrows to land unharmed and ready for consumption, in any space you choose within 40 feet as part of the same action you use the Implement, even if that space is occupied by a creature.

At level 14, the range of this feature increases to 80 feet.

Alchemical warhead.

At 6th level, you learn the "Warhead" trait and can apply it to any grenade type Implement that requires a ranged alchemy attack. Applying the trait increases the Implement's reagent cost by 0. A grenade with this trait can be launched from a ranged weapon that uses bolts or arrows as a ranged alchemy attack during the same action you use the Implement and deals the arrows damage in addition to the effects of the Implement.

Handy arrows

From 10th level, your craftsmanship allows you to create alchemical arrows with useful effects. You can spend one minute to craft one of the following arrows:

  • Flying rope: You launch the a point on a solid surface within 120 feet you can see. The arrow extends a rope behind it self and anchors itself to where it hits. The length of rope is equal to the distance the arrow traveled. After 1 hour, the rope deteriorates.
  • Signal Flare: You can shoot the arrow can be shot straight up into the air, releasing a loud sound and a bright light at height of up to 300 feet. The sound can be heard up to 300 feet away from the arrow and the light you can the color of the light.
  • Message Arrow: You can inscribe a message of up to 25 words in a language you know on an arrow and launch it to a spot you have visited within 3 miles of you. the arrow travels in its direction at a speed of half a mile per minute. There must be an unobstructed path between you and the chosen spot in a straight or a horizontally curving line otherwise the arrow will be stopped by the first obstacle.

You can only carry on of these arrows on you at a time.

Aid from afar.

At 14th level, your training in archery and alchemy allows you to provide unparalleled support from afar. When a potion with the "Robust container" trait lands in a creature's space, that creature can use its reaction to pick up and consume it.


Additionally, you can apply the "Warhead" trait to any grenade Implement. If the Implement does not require an alchemy attack roll, you can designate a point of impact you can see within 120 feet of you.

Art from Atelier Lydie & Suelle by Gust

Part 3 | Field of Research

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 or Help 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 it 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 during your 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 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.

Part 4 | The Laws of Alchemy

The Laws of Alchemy

What is an implement?

Implement is a catch-all term for items with magical effects created by alchemists. Using Alchemy consist of following recipes to prepare inert Implements and when needed, adding the activating reagents to gain the intended effect. It is assumed that you prepare enough Implements to last the day, based on your available Reagent.

Implement types, using Implements and Implement spell levels

Every Implement always has one of the following different Implement type tags: Potions, Grenades, Token, Charm or Oil. Certain Alchemist class features only work with Implements that have a specific tag.


When you spend an action to activate an implement by expending the reagent cost, you can use the Implement as outlined in its description as part of the same action, if it have a casting time of 1 action.

When you activate an Implement with the potion tag, you can choose to hand or administer it to another creature within 5 feet, as part of the same action instead of using it on yourself. If you administer a potion to another creature, it takes effect in the start of their next turn unless it has a duration of Instantaneous. If you hand a potion to a creature, it must use it by spending an action before the beginning of your next turn to gain the potions effect.

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 Implements have a base reagent cost which indicates how many reagent points you must expend to use the prepared implement. This cost can be increased by applying traits to an Implement when you prepare it. Each trait lists the amount of reagent points by which the cost of corresponding Implement is increased. Implements with a reagent cost of 0 can be used even if you have no reagent points remaining.

Implement traits

Traits are additional effects that can be applied to an implement when it is prepared if the trait has been made available for that Implement. A trait is made available by paying the listed research cost upon leveling up. A trait with a research cost of 0 is known immediately when the Implement is learned. An implement can have multiple traits assigned to it as long as long as all of them have been researched. If the effect of a trait conflicts with the base effect of an Implement, the effect of a trait always takes priority.


A trait that can be taken multiple times adds its effect to an Implement as many times as it is applied and its reagent cost increases 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
Part 5 | Implement List

Fire Cracker

[Type:Grenade][Base Reagent cost: 0]

Casting time: 1 action

Range: 30 feet

Duration: Instantaneous

You throw a small explosive at a creature or object within range. Make a ranged alchemy attack against the target. On a hit, the target takes 1d10 fire damage. This Implement's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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 start of its next turn, and spreads bright light in a 5 feet radius and dim light in a 10 feet radius, until the end of its next turn.

Reagent Cost Increase: 0

Research cost to unlock: 1

  • Eye-irritating smoke. Smoke fills the area around the target hit by the Implement. Each creature within 5 feet of the target must make a Constitution saving throw. On a failed save, a creature is has disadvantage on attack rolls until the end of its next turn. Creatures with blindsight automatically succeed on this saving throw.

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 throw a small, sparking rock with a jagged yellow pattern at a creature or object within range. Make a ranged alchemy attack against the target. On a hit, the target takes 1d10 lightning damage. This Implement's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Applicable traits:
  • Well-balanced. The range increases to 60 feet.

Reagent Cost Increase: 0

Research cost to unlock: 1

  • Magnetizing. A creature wearing metal armor or made of metal within a 5 feet radius of the target, has its movement speed reduced by 10 feet until the end of their next turn.

Reagent Cost Increase: 0

Research cost to unlock: 1

  • Flash-Bang. A bright flash of light appears when you hit a target with this Implement. Each creature within 5 feet of the target must make a Constitution saving throw. On a failed save, a creature is blinded until the beginning of its next turn. Creatures with blindsight automatically succeed on this saving throw.

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 throw a small glass sphere that appears to contain an everlasting snowstorm at a creature or object within range. Make a ranged alchemy attack against the target. On a hit, the target takes 1d10 cold damage. This Implement's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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

  • Chilling. 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 start of your next turn. A creature standing in this area when it appears or moves onto it for the first time on its turn must succeed on a Dexterity saving throw or fall prone.

Reagent Cost Increase: 1

Research cost to unlock: 1

Acid Flask

[Type:Grenade][Base Reagent cost: 0]

Casting time: 1 action

Range: 30 feet

Duration: Instantaneous

You throw a bottle filled with acid at a creature or object within range. On a hit, the target takes 1d10 acid damage. Make a ranged alchemy attack against the target. This Implement's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Applicable traits:
  • Corrosive. A non-magical object hit by this implement takes the same damage it took again at the start of its next turn if it isn’t being worn or carried.

Reagent Cost Increase: 0

Research cost to unlock: 1

Part 5 | Implement List
  • Caltrop Glass. When the grenade hits a target, it shatters into sharp pieces of glass. A space of your choice that you can see within 5 feet of the target is treated as if it were covered by caltrops until the beginning of your next turn.

Reagent Cost Increase: 0

Research cost to unlock: 1

  • Splashing. Each creature in a 5-foot radius of the target must succeed on a Dexterity saving throw or take half the half the damage done to the original target.

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 + Intelligence modifier hit points when you drink this potion.

Applicable traits:
  • Empowered. You regain an additional 2d4 hit points when you drink this potion. This 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 exceeds your maximum hit points, you gain temporary hit points equal to half of the the excess hit points that last for 1 minute .

Reagent Cost Increase: 2

Research cost to unlock: 3

  • Osmosis. As part of the same action you activate this Implement you can make throw the potion at a creature within 30 feet of you. Make a ranged alchemy attack against the target. On a hit apply its effect to a creature as if it had drank it. If your target is a willing creature, this attack roll is done with advantage against AC 10.

Reagent Cost Increase: 1

Research cost to unlock: 1

  • Regenerating. After you have drinking this Implement, you regain an additional 1d4 hit point at the start of your next turn. The trait can be taken multiple times, extending the number of rounds this effect is active by the amount of times this trait has been applied.

Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.

Research cost to unlock: 2

  • Salve. This trait changes the Implement's type to [oil]. Its casting time extends to 1 minute and it now heals an additional 4d4 + your Intelligence modifier hit points.

Reagent Cost Increase: 0

Research cost to unlock: 1

Part 5 | Implement List

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 its 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. This trait can be taken multiple times.

Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.

Research cost to unlock: 0

  • Hands.. The bag can now climb and cross any elevation you could.

Reagent Cost Increase: 1

Research cost to unlock: 1

  • Bodyguard. An Implement with this feature stays within 5 feet of you when possible. When you are targeted by an attack while the bag is within 5 feet of you, you can use your reaction to have it leap in between you and the attack to impose disadvantage on the attack roll. If the attack misses you because of this but would have otherwise hit, the bag is destroyed and spills its content on the ground.

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

Part 5 | Implement List

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

Part 5 | Implement List

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

Part 5 | Implement List

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

Part 5 | Implement List

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

Part 5 | Implement List
  • 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

The Discovery of Phosphorus by Joseph Wright

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

Part 5 | Implement List

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 action

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

Part 5 | Implement List

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

Part 5 | Implement List
  • 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

This token is formed like small brick. that expands into a brick wall when activated. The brick must be placed on a horizontal surface next to you, from where a nonmagical wall of bricks springs into existence. The wall is 6 inches thick, has a length of 60 feet and a height of 20 feet. You can increase the height by 5 feet for every 5 feet its length is decreased and vice versa. If the space the Implement is activated in is too small for the chosen dimensions the wall stops its growth.

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 by 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 entrapped.

If 90 points of damage are dealt to the same spot of the wall, a hole with a radius of 5 feet opens in the wall.

The wall harmlessly collapses to dust at the end of its duration.

Applicable traits:
  • Long Lasting The Implement's duration increases by 1 hour. This 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 break a through the wall increases by 10. This trait can be taken multiple times.

Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.

Research cost to unlock: 1

  • Enlarged. The length or height of the wall can be increased by an additional to 10 feet. This 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 speak its command word and throw the sphere at a Huge or smaller creature you can see within range. As it moves through the air, it opens into a tangle of metal bands. Make a ranged alchemy attack against the target. On a hit, the target is restrained until the Implement's duration ends or you take a bonus action to speak the command word again. If the attack misses with the attack, the bands contract and become a sphere again, landing in a space next to the target. The Implement can then be picked up and used again. The restrained creature or a creature within 5 feet can use its action to make a Strength check against your alchemy save DC. On a success, the bands break and the creature is freed.

Applicable traits:
  • Expanding bands All medium sized or small creature within 5 feet of the target must take a Dexterity saving throw or be restrained in the same manner as the target. A successful Strength check to break the bands only frees one creature and the Implement isn't destroyed until every creature restrained by it is freed.

Reagent Cost Increase: 2

Research cost to unlock: 1

  • Crushing Tightness: The Implement 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 a slope at the beginning of its turn if it is on one. The target can also be pushed with an Strength (Athletics) check by a creature within 5 feet of it, causing it to move 5 feet it for every point the result exceeds 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 hours

After using this fabric token and placing it on the ground, it takes the form of a rolled up tent that can be set up in 10 minutes. The tent's interior is much larger than it appears from the outside. When you prepare the implement, decide on an interior floor plane. You can create any floor plan you like, but the space can't exceed 50 squares, each square being 10 feet on each side.


The air inside the tent is clean, fresh, and warm, but it is otherwise empty and any furniture must be brought in. Smoke released inside is ventilated out of the top of the tent.


For the entirety of the Implement's duration the Tent can be packed up again in 10 minutes unless there is a living creature inside. Anything placed inside the tent appears in the same spot after setting it up again.

At the end of the Implement's duration anything inside the tent will be expelled to the nearest empty spot next to it. You can expend the Implement's reagent cost again at the end of a long rest to extend its the duration by 24 hours instead of creating a new token. When you do so, you do not need to have the Implement prepared but must be inside or next to the tent.

Applicable traits:
  • Enlarged Increase the number of squares for the floor plan by one. This trait can be taken multiple times.

Reagent Cost Increase: See "Stacking Trait Reagent Cost increase" table.

Research cost to unlock: 1

  • Long lasting. The Implement's effects last for an additional 24 hours. This also applies when you expend reagent points to extend the duration of an existing tent.

Reagent Cost Increase: 0

Research cost to unlock: 1

  • Private: Sensors created by Divination Spells cannot appear inside the tent's inside or pass through the walls to look inside.

Reagent Cost Increase: 2

Research cost to unlock: 1

  • Secured.: Nothing can teleport in or out of the tent and Planar Travel is prevented inside it.

Reagent Cost Increase: 2

Research cost to unlock: 1

Potion of Vitality

[Type:Potion][Base Reagent cost: 7]

Casting time: 1 action

Range: Touch

Duration: 24 hours

This potion pulses with light similar to a steady heartbeat. When you drink this potion, it removes one level of exhaustion that you are suffering and for the duration, whenever you regain hit points by spending Hit Dice at the end of a short rest, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Applicable traits:
  • Sustained fortitude You gain advantage on Constitution saving throws to avoid exhaustion for the potions duration, whenever you perform a Forced March.

Reagent Cost Increase: 1

Research cost to unlock: 1

  • Invigorating. You can spend a number of Hit Dice 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 saving throw made within the potions duration and after making one, you regain the advantage after a short rest.

Reagent Cost Increase: 2

Research cost to unlock: 2

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 activate another Solar Gem or ends it's 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

Mystery Pot

[Type:Token][Base Reagent cost: 0]

Casting time: 10 minutes

Range: self

Duration: Instantaneous

This small metal pot expands when activated and requires a heat source in and 1 pound of edible raw meat and vegetable, that aren't poisonous or spoiled, to create 1 ration worth food, that at times might even be tasty. You can also use the Mystery Pot during a short rest, in which case you can add up to 6 pound of raw meat and vegetable at no increase reagnet cost, creating 1 ration worth for each pound.

Applicable traits:
  • Purifying You can now use poisonous or spoiled raw meat and vegetable, and get edible ration.

Reagent Cost Increase: 1.

Research cost to unlock: 1.

  • Invigorating The ration made by the Mystery Pot grants temporary hit points when consumed, equal to your Int bonus + your Proficiency Bonus, that last until the end of your next long rest.

Reagent Cost Increase: 1.

Research cost to unlock: 1.

Homuncolus

[Type:Token][Base Reagent cost: 2]

Casting time: 1 hour

Range: 5 feet

Duration: Instantaneous

A homuncolus is a primitive lifeform crafted by you that follow your commands to the best of it's ability. It have the statistics of one of the chosen animals: Bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel but it can have any shape you wish, so long it's size is tiny and it's shape matches the chosen animals movement. It's type also becomes Construct.


You Homuncolus acts independently of you, but it always obeys your commands. In combat, it acts on your initiative. A Homuncolus can’t attack, but it can take other actions as normal.


As an action, you can temporarily dismiss your Homuncolus. It shrinks into a fine size allowing it to hide in your bag or in your clothing, where it awaits your summons, at which point it returns to it's original size. As an action while it is shrinked, you can cause it to regain it's original size and appear in any unoccupied space within 5 feet of you. Alternatively, you can dismiss it forever, making it fall inert.


Finally, when you use a Potion Implement, your familiar can as a reaction take the Potion and move up to it's movement and then use it's action to hand it over to someone else to use.


Applicable traits:

  • Tough Your Homuncolus gains additional maximum hitpoint equal to half of your maximum hitpoint.

Reagent Cost Increase: 1

Research cost to unlock: 1

  • Sized up. Your Homunculus is now size small and gain a + 4 bonus to str and constitution.

Reagent Cost Increase: 1

Research cost to unlock: 2

Design notes, points of balance for playtesters and change log.

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 if they use different numbers than the ones found in Xanathar's guide.

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.

version 2.2 changelog

  • Grammar. Oh so much grammar, very much due to the help I've received.
  • Removed homuncolus as a feature and turned it into a recipe (still work in progress)
  • Added a draft for a pet subclass
  • Added a few more recipe.
  • Larger cover credit text. > . >

Credit

The many that have helped or playtested:

N.Free

Goopman

TigrisCallidus

Discord of Many Things

Mandiago.

 

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