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Alchemist

In a world of magic and metal, of massive


power thrown against titanic forces, there
seems to be little hope the common man
could stand against it all. Those without might,
without the arcane, they have only the withered scraps
and corrupted earth of the cold hard reality available to
them. However, there are those who see a sort of magic
within the mundane, who are able to discover that with
some small changes, the plain can become extraordinary.
These people are called alchemists. Through experimen-
tation, through scientific study, through an intimate
knowledge of the substance of the material world, the
alchemists can recreate what warlocks and clerics pledge
their souls to receive, what wizards sweat away over dusty
tomes for decades for. Within their flasks and vials, they
can distill the arcane power of the universe and the divine
power of everything beyond it, without being enslaved to
either.
Within the world and the party, alchemists are whatev-
er they strive to bethey can hurl devastating con-
coctions, bathing their enemies in fiery destruction,
or they can craft healing balms and soothe magical
maladies; they bolster defenses with precisely
measured potions, and there are even those willing
to sacrifice their bodies by swallowing grotesque
concoctions that unleash the monster within.
In their formula books exists the means to fly, become
invisible, charm the mind, and anything else they can
devise with a bit of time and effort. Nothing is denied a
determined alchemistno knowledge barred, no power
restricted.

Extracts, Bombs, and Mutagens


An alchemist can create three special types of magical
itemsextracts, bombs, and mutagenswhich
are detailed in their own sections below.
Quick Build
You can make an alchemist quickly by following these
suggestions. First, Intelligence should be your highest
attribute, followed by Dexterity. Second, choose the
Guild Artisan background. Third, choose guidance and
true strike as your cantrips, and choose cure wounds,
detect magic, false life, and frostbite armor as your 1st-level
formulas.

Class Features
As an alchemist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per alchemist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per alchemist level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Version 1.01 1
THE ALCHEMIST
Proficiency Bomb Cantrips Spell Slots per Spell Level
Level Bonus Features Damage Known 1st 2nd 3rd 4th 5th 6th
1st +2 Extracts, Bombs 1d6 2 2
2nd +2 Swift Alchemy, Mutagen 1d6 2 3
3rd +2 Research Focus 1d6 2 3 1
4th +2 Ability Score Improvement 2d6 2 4 1
5th +3 2d6 3 4 2
6th +3 Research Focus feature 2d6 3 4 2 1
7th +3 3d6 3 4 3 1
8th +3 Ability Score Improvement 3d6 3 4 3 2
9th +4 Improved Swift Alchemy 3d6 4 4 3 2 1
10th +4 Research Focus feature 4d6 4 4 3 3 1
11th +4 4d6 4 4 3 3 2
12th +4 Ability Score Improvement 4d6 4 4 3 3 2 1
13th +5 5d6 5 4 3 3 3 1
14th +5 Research Focus feature 5d6 5 4 3 3 3 2
15th +5 Advanced Swift Alchemy 5d6 5 4 3 3 3 2 1
16th +5 Ability Score Improvement 6d6 5 4 3 3 3 3 1
17th +6 6d6 6 4 3 3 3 3 2
18th +6 Permanent Mutation 6d6 6 4 3 3 3 3 2
19th +6 Ability Score Improvement 7d6 6 4 3 3 3 3 2
20th +6 Research Focus: Grand Discovery 7d6 6 4 3 3 3 3 2

Tools: Alchemist supplies, and your choice of either immediately becomes inert when it leaves your posses-
herbalism kit or poisoners kit sion, and reactivates again only when it comes back into
your keeping.
Saving Throws: Intelligence, Constitution
Extracts, once created, remain potent until your next
Skills: Choose two from Arcana, History, Investigation,
long rest, when they become inert and must be prepared
Medicine, Nature, and Survival
anew. You can prepare an extract from any formula you
Equipment know, and you can know any number of formulas. The
You start with the following equipment, in addition to the Alchemist table shows how many spell slots you have to
equipment granted by your background: prepare your extracts of 1st level and higher.
(a) light crossbow and 20 bolts or (b) any simple Formula Book
weapon Although you dont actually cast spells, you do have a list
(a) scholars pack or (b) explorers pack of the extract formulas you know. You store these in a
(a) one vial of alchemist fire or (b) two vials of acid or special tome called a formula book. You must refer to this
(c) one healing potion book whenever you prepare an extract, but not when you
Alchemist supplies, padded armor, formula book, and consume it.
a dagger
Cantrips
Spellcasting With Extracts At 1st level, you know two cantrips of your choice from
the alchemist formula list. You learn additional alchemist
As an alchemist, you are a master of the distillation and cantrips of your choice at higher levels, as shown in the
application of potionlike extracts that mimic the spells Cantrips Known column of the Alchemist table.
cast by wizards, clerics, and other magic-using classes. In The ingredients for cantrip extracts are common, and
other words, you prepare a spell by creating an extract, their preparation a matter of course. You habitually pre-
then cast that spell by drinking the extract. This meth- pare them along with your other extracts during a long
od, however, means you can only target yourself, even if rest. They take 10 minutes to make, and you always have
the spell can normally target other creatures. Such spells enough to last until your next long rest.
are specified in parentheses with a self tag next to the
spell name on the formula list. Preparing and Brewing Extracts
Alchemists cant hand out their extracts for others to The Alchemist table shows how many spell slots you
use (unless you chose Arcane Distiller as your Research have, which represents your ability to brew extracts of 1st
Focus). When you create an extract, you imbue it with a level and higher. To brew one of these extracts, you must
trace of your quintessence. This enables the creation of expend a slot of the spells level or higher. For example, at
powerful effects normally reserved for spellcasters but 1st-level, you can brew two 1st-level extracts. You regain
also binds those effects to you. Because of this, an extract all expended spell slots when you finish a long rest.
2
Making an extract takes 1 minute per spell level. Most Spells Known of 1st Level and Higher
alchemists prepare their extracts at the start of the day At 1st level, you know four 1st-level formulas of your
or before going on an adventure, but its not uncommon choice. At each new alchemist level, you gain one new
for an alchemist to keep some (or even all) of their spell formula of any level you can create. You can also add
slots open so that they can prepare extracts in the field as formulas to your formula book like a wizard adds spells
needed. to his spellbook, using the same costs and time require-
Alchemical Ability ments. You can study a wizards spellbook to learn any
Intelligence is your spellcasting ability for your alchemist formula that is equivalent to a spell the spellbook con-
extracts, since you learn your formulas through dedicated tains. A wizard, however, cannot learn spells from an
study and experimentation. You use your Intelligence alchemists formula book.
whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier when
Bombs
setting the saving throw DC for an alchemist extract you In addition to magical extracts, alchemists are adept at
brew and when making an attack roll with one. swiftly mixing various volatile chemicals to create power-
ful bombs to hurl at their enemies. You can use a number
Spell save DC = 8 + your proficiency bonus +
of bombs equal to your alchemist level + your Intelligence
your Intelligence modifier modifier (minimum of one bomb). This number is reset
Spell attack modifier = your proficiency bonus + after a long rest. Bombs are unstable, and if not used in
your Intelligence modifier the round they are created, they degrade and become
inert. An alchemists bomb, like an extract, becomes inert
Ritual Brewing if used or carried by anyone else.
You can brew an alchemist extract as a ritual if that spell To create a bomb, you must use a small vial that
has the ritual tag and the spell is in your formula book. contains an ounce of liquid catalyst (insignificant cost).

SWIFT ALCHEMY
Name of Item Effect Crafting Cost Proficiency & Tool Required
Acid (vial) Thrown, 2d6 acid damage 10 gp Alchemist supplies
Alchemical fire Thrown, 1d6 fire damage each turn 25 gp Alchemist supplies
(DC 10 Dex save to negate)
Potion of healing 2d4 + 2 healing 25 gp Herbalism kit
Antitoxin Advantage on saving throws against 25 gp Herbalism kit
poison for 1 hour
Poison, basic 1d4 poison damage (DC 10 Con save to negate) 50 gp Poisoners kit
Potion, common Any potion with a rarity of common 50 gp Alchemist supplies

Starting at 9th level, you can craft the following items using the Improved Swift Alchemy feature.
Name of Item Effect Crafting Cost Proficiency & Tool Required
Potion of fire breath 4d6 fire damage, bonus action, 30 ft. 75 gp Alchemist supplies
(DC 13 Dex save for half damage) 3 uses, lasts 1 hr.
Dust of disappearance Everyone within 10 ft. becomes invisible for 75 gp Alchemist supplies
2d4 minutes (attacking/casting breaks)
Potion of resistance Grants resistance to one damage type for 1 hour 100 gp Alchemist supplies
Potion of growth As enlarge, 1d4 hours 75 gp Herbalism kit
Potion of greater healing 4d4 + 4 healing 50 gp Herbalism kit
Potion of water breathing Water breathing for 1 hour 50 gp Herbalism kit
Potion of climbing Climbing speed equal to walking speed for 50 gp Alchemist supplies
1 hour; advantage on Str (Athletics) to climb
Poison, standard Poisoned for 1 min. (DC 11 Con save for half damage) 75 gp Poisoners kit
Venom, standard 2d4 damage, (DC 12 Con save for half damage) 100 gp Poisoners kit
Potion, uncommon Any potion with a rarity of uncommon 75 gp Alchemist supplies

Starting at 15th level, you can craft the following items using the Advanced Swift Alchemy feature.
Name of Item Effect Crafting Cost Proficiency & Tool Required
Potion of clairvoyance As clairvoyance 100 gp Alchemist supplies
Potion of gaseous form As gaseous form 1 hr. 125 gp Herbalism kit
Potion of superior healing 8d4 + 8 healing 100 gp Herbalism kit
Potion of hill giant strength 21 Str for 1 hr. 75 gp Alchemist supplies
Poison, advanced Poisoned for 1 hr. (DC 13 Con save for half damage) 150 gp Poisoners kit
Venom, advanced 4d4 damage, (DC 14 Con save for half damage) 200 gp Poisoners kit
Potion, rare or very rare Any potion with a rarity of rare or very rare 150/300 gp Alchemist supplies
3
Once every long rest, you can use 2 uninterrupted hours
to craft one of the items on the Swift Alchemy table.
The crafting check is determined by adding your profi-
ciency bonus and your Intelligence bonus together. This
applies to any tools you are proficient with and assumes
you have the tools with you. The DC, Difficulty Check,
listed refers to the DC a foe will need to make when an
attack on them is made with the crafted item.
If you roll a natural 20 on a potion or poison crafting
check, you can make an additional copy of the item at no
extra charge.

Mutagens
At 2nd level, you discover how to create a mutagen
that heightens your physical prowess at the cost of your
personality. Your Jekyll gives way to Hyde. It takes 30
minutes to brew a dose of mutagen, and once brewed, it
remains potent until used. You must then finish a long
rest before you can brew another dose. You can only
maintain one dose of mutagen at a timeif you brew a
second dose, the first one becomes inert.
As with an extract or bomb, a mutagen that is not in
your possession becomes inert until you hold it again.
Drinking a mutagen takes one action. Mutagens have a
1-hour duration, and you cant revert to your original
form until the mutagens effect subsides. Additionally, the
massive physical changes the mutagen forces you to go
through means you cant wear armor while transformed.
The mutagen you brew is the equivalent of an extract
Drawing the components of, creating, and throwing a that triggers the following:
bomb requires an action. A thrown bomb has a range of
20/60 feet (apply your proficiency bonus and Dexterity Natural Weapons. You grow claws, fangs, spines,
modifier to the attack roll). horns, or a different natural weapon of your choice.
If you miss, your bomb lands 5 feet away from the tar- Your unarmed strikes deal ld6 bludgeoning, piercing,
get. Roll 1d8 to determines the misdirection of the throw, or slashing damage, as appropriate to the natural
with 1 falling short (off-target in a straight line toward weapon you chose, and you are proficient with your
the thrower), and 2 through 8 rotating clockwise around unarmed strikes.
the target. The bomb deals splash damage to all creatures Monstrous Power. Your features take on a more
within 5 feet of where it landed. monstrous appearance. You gain advantage on
On a hit, an alchemists bomb inflicts 1d6 fire damage + Charisma (Intimidation) checks, and your body grows
extra damage equal to the alchemists Intelligence modi- in power, granting you one of the following three
fier. The damage of an alchemists bomb increases by 1d6 abilities:
points at every odd-numbered alchemist level. Bears Endurance. You have advantage on
Splash damage from an alchemist bomb is always equal Constitution checks. You also gain 2d6 temporary
to the bombs minimum damage (so if the bomb would hit points, which are lost when the mutagen ends.
deal 1d6 + 3 points of fire damage on a direct hit, its Bulls Strength. You have advantage on Strength
splash damage would be 4 points of fire damage). Crea- checks, and your carrying capacity doubles.
tures caught in the splash damage must make a Dexterity Cats Grace. You have advantage on Dexterity
saving throw against your spell save DC. On a successful checks. You also dont take damage from falling 20
save, the creature takes no damage. feet or less, as long as you are not incapacitated.
Tough Hide. Your skin is now like toughened leather.
Swift Alchemy Your base armor class becomes 13 + Dexterity.
These features come at a cost, however, imposing disad-
Starting at 2nd level, you can craft common alchemical
vantage on Intelligence and Charisma ability checks and
items in a fraction of the time required by most people.
saving throws (except Intimidate). You are also unable
When crafting poisons using Swift Alchemy, you auto-
to use any of your extracts, or cast spells through other
matically succeed. You must still pay the cost and provide
means, while the mutagen is in effect.
any supplies necessary for creation. As the alchemists
skill increases they are even able to create potions and
elixirs of great potency. In addition to the items listed
Research Focus
here, additional potions and alchemical goods can be At 3rd level, you choose an alchemical research focus
found in the gamemasters guide book. (Metamorph, Grenadier, or Arcane Distiller).
4
Ability Score Improvement Extra Mutagens
Starting at 3rd level, you can brew a dose of mutagen
When you reach 4th level, and again at 8th, 12th, 16th,
during a short rest, as well as the usual long rest. Howev-
and 19th level, you can increase one ability score of your
er, you can still only maintain one dose of mutagen at a
choice by 2, or you can increase two ability scores of your
timeif you brew a second dose, the first dose becomes
choice by 1. As normal, you cant increase an ability score
inert.
above 20 using this feature.
Mutagen Admixture
Permanent Mutation Starting at 3rd level, when preparing your mutagen, you
can mix in a variety of even more dangerous chemicals
At 18th level, the repeated use of mutagens and the side to grant it more power. This enhancement of mutagens
effects from extracts cause your body to undergo a per- is represented by the expenditure of spell slots. You can
manent transformation. Choose one of the options below. enhance your mutagen with multiple spells, but you need
Once your choice is made, it cannot be changed. to expend as many spell slots. The enhanced mutagen still
Anaerobic Respiration. Years of breathing noxious behaves like a normal mutagen (duration is unchanged,
fumes have had unexpected and significant effects on and it doesnt require concentration to maintain). Al-
your lungs. You can hold your breath indefinitely and though you automatically know these admixture spells,
have advantage on saving throws to resist the effects of you do not gain the knowledge for the extract formula of
inhalation-based attacks. the same name.
Extra Limb (Arm, Tentacle). You gain an extra limb. It Here is the list of admixture spells you can use to en-
can carry and manipulate objects even when your other hance your mutagen:
arms are not free. It doesnt grant you extra attacks, al-
though you can use two-weapon fighting with it. Spell Slot Level Mutagen Admixture Formulas
Keen Senses. You gain the senses of a predator, granting
1st jump, longstrider
you darkvision out to a range of 120 feet and advantage
2nd enlarge, barkskin
on Wisdom (Perception) checks that rely on smell or
3rd protection from energy, elemental
hearing.
weapon (both of a single energy type)
Prehensile Tongue or Prehensile Tail. You have a pre-
4th stoneskin
hensile tongue/tail with a range of 10 feet. You can pick
up items weighing no more than 5 pounds, touch an ally Feral Mutagen
or foe, or make Dexterity (Sleight of Hand) checks with
Starting at 6th level, your mutagen grants you two
your tongue/tail, even if both of your hands are occupied.
separate natural weapons (for example, a bite attack and
Ram Horns. You grow ram horns. When you use the At-
a claws attack). When using the Attack action, you can
tack action during your turn to make a melee attack, you
make two attacks, one with each of your natural weap-
can try to shove a creature with your horns as a bonus ac-
ons. You do not get the extra attack if you are wielding a
tion. You cannot use this shove to knock a creature prone.
weapon or a shield.
Toxified Metabolism. Through repeated interactions
Additionally, your natural attacks are now considered
with them, your body has grown to have little trouble
magical for the purposes of overcoming resistances.
with poisons. You become immune to the poisoned con-
Lastly, while under the influence of your mutagen, you
dition and resistant to poison damage.
become even more beastlike. When you prepare your mu-
Suckers. You grow suckers along your arms and feet and
tagen, choose one of the following beast traits: darkvision
gain a climb speed of 30 feet.
60 feet; scent (advantage on Wisdom (Perception) checks
Vestigial Wings. You grow vestigial wings. You cannot
that rely on smell); keen audition (advantage on Wisdom
fly (gain height) with them but you can glide, greatly
(Perception) checks that that rely on hearing); climb
increasing your jump length (up to 30 feet).
speed 15 feet, or swim speed 30 feet.
Webbed Feet. You grow webbed feet and hands and gain
a swim speed of 60 feet. Greater Mutagen
Starting at 10th level, when preparing your mutagen, you
Research Focus: Metamorph can choose two of the following Monstrous Power bene-
fits (instead of one): bears endurance, bulls strength, and
While most alchemists only resort to mutagens when nec- cats grace. Additionally, your natural weapon strikes now
essary, some enjoy (or need) the thrill of the transforma- do 1d8 damage.
tion. These alchemists embrace the change and are eager
to let the other man take over. They even supply their Grand Mutagen
other half with as much power and endurance as possible. Starting at 14th level, your mutagen grants you all three
A Metamorphs body takes on bizarre and otherworldly Monstrous Power benefits: bears endurance, bulls
shapes, often grotesque, and with repeated consumption strength, and cats grace.
of the mutagen, some mutations become permanent. Additionally, the thrill of battle causes your mutant body
Whether a Metamorph is a brave scientist experimenting to heal rapidly. While under the effects of your mutagen,
with his own body in the pursuit of knowledge, or a mad you regain 5 hit points per round in combat. You also
fool hellbent on his and others destruction, one thing is regain hit points out of combat, but at a slower rate. When
clear: they are supremely dangerous. you are not engaged in combat, you regain 5 hit points
5
each minute to a maximum of half your total hit points. damage or no damage, if you wish. The effects only last a
You cannot exceed your maximum hit points with this number of rounds equal to your proficiency bonus, but
feature. they dont need concentration to maintain.
The following spells can be added to your bombs.
Grand Discovery
At 20th level, you make a grand alchemical discovery. Spell Slot Level Bomb Admixture Formulas
Choose one of the four options below.
1st fog cloud, entangle
Frenzied Regeneration. You imbue your own body with
2nd darkness, spike growth
a constant flow of healing salves, granting it the ability to
3rd stinking cloud, sleet storm
regenerate at an outstanding rate. Each round, you regain
4th storm sphere, hallucinatory terrain
5 hit points (5 hit points per minute outside combat). This
ability stacks with the grand mutagen regeneration.
Rugged Hide. Your skin toughens, and your body
Elemental Bombs
hardens itself to damage. While under the effects of your Starting at 6th level, you can make your bombs deal any
mutagen, you also gain resistance to all damage types type of elemental damage instead of only fire. Before
except for psychic. throwing a bomb, you choose which type of damage this
Savage Swipes. Your natural attacks gain reach, allowing bomb will deal: fire, cold, lightning, acid, or thunder.
you to attack foes within 10 feet of you. Additionally, your Explosive Bombs
attacks also hit any foes next to your target. These foes Additionally, starting at 6th level, whenever you pre-
must make a Dexterity saving throw against your spell pare a bomb, you can add extra catalysts, represented by
save DC. On a fail, they take half the damage the primary expending a spell slot, to have its splash damage effect a
target takes. They take no damage if they succeed on their greater radius instead of the original 5 feet. For each level
saving throw. of the spell slot expended the radius increases by 5 feet.
Tainted Claws. You infuse your hands with potent and
caustic toxins. Your melee attacks cause your enemies to Considerate Bomber
be poisoned. Your natural attacks now do an extra 2d6 Starting at 10th level, whenever you throw a bomb, you
acid damage. Additionally, any creature injured by one can select up to two creatures. If the bomb hits, these
of your attacks must make a Constitution saving throw creatures are not affected by the splash damage. If you
against your spell save DC. On a fail, it is poisoned for 1 miss, your attempt at consideration has no effect.
minute.
Rapid Bomber
Beginning at 10th level, youve become so accustomed
Research Focus: Grenadier to throwing bombs that you can prepare and throw two
Scorched eyebrows, soot-covered skin, and singed hair bombs for each attack Action you make. However, both
are the telltale signs of the Grenadier. These alchemists attacks are made with disadvantage.
have elevated the making and throwing or bombs to
an art form. The formulas for their explosives are more Debilitating Bombs
advanced than any others, to such a degree that they can Starting at 14th level, your bomb formulas have been so
bend their explosions, producing a wide array of magic- refined you can add additional effects to them. When-
like manifestations, or increase the range and area of their ever you prepare a bomb, you can expend a spell slot of
cataclysmic effects. Never mock a Grenadier, lest you find 2nd level or higher to represent the added ingredients
your city soon engulfed in flames. and refinement, and then choose one of the following
conditions: blinded, deafened, or poisoned. On a failed
Extra Bombs Constitution saving throw against your spell save DC, a
Starting at 3rd level, you gain three extra bombs at the creature directly hit by the bomb gains that condition for
end of each long rest. 1 minute. At the end of each of its turns, the creature can
reroll a Constitution saving throw to end the condition.
Bomb Admixture A target affected by the splash damage of a debilitating
Starting at 3rd level, you can admix extra ingredients to
bomb is not affected by the debilitating conditions associ-
your bombs to give them spell-like effects. When you
ated with it.
use an action to throw a bomb, you can also expend a
spell slot to attach a spell to it from the Bomb Admixture Grand Discovery
table. Admixture-enhanced bombs deal half their normal At 20th level, you make a grand alchemical discovery.
Choose one of the four options below:
Cataclysmic Bombs. The primary damage of your
bombs extends to a 10-foot radius without expending a
spell slot.
High Octane Cocktail. Instead of the base d6, your
bombs deal multiples of d8 damage.
Mad Bomber. The number of bombs you can throw is
no longer limited, you can always keep preparing more.
Volatile Barrage. You no longer have disadvantage
when throwing more than one bomb on a turn.
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Research Focus: Arcane Distiller
Not all alchemists are eager to ravage their bodies or
watch the world burn. Some, known as Arcane Distillers,
devote themselves instead to perfecting the formulas used
to craft their extracts, refining their potions until their
effects are indistinguishable from spells. The exhaustive
research and testing needed to achieve this refinement
can further yield significant insights and potent discover-
ies for the alchemist.
Be careful when accepting a drink from an Arcane
Distiller. Their extracts can be ambrosial to friends and
agonizing to foes.
Infusion
Starting at 3rd level, when you prepare an extract, you can
infuse it with additional ingredients that allow it to persist
after it leaves your hands. This lets you give an extract,
even one with a range of self, to someone else to benefit
from.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain
any expended uses when you finish a long rest.
Arcane Poisons
Beginning at 3rd level, you can use your bonus action
and expend one alchemist spell slot to apply a debilitating
arcane poison to your melee or ranged weapon. As with
extracts, these poisons mimic spells; however, they must
be used with a weapon attack to work. In addition to the
weapons normal damage, any creature you hit is also hit
with the spell. Saving throws still apply, depending on the
spell. The poison lasts a number of rounds equal to your
Intelligence modifier (minimum of one).
The following arcane poisons can be used on your melee
weapons.
the ooze is released or you decide to disintegrate it in
Spell Slot Level Arcane Poison Formulas its bottle. Once released, the ooze remains for 1 minute
1st bane, hideous laughter (concentration required), and decays into powder when
2nd blindness/deafness, ray of enfeeblement the duration expires, whenever you stop concentrating on
3rd dispel magic, fear it, or if you are rendered unconscious. You are also able
4th blight, confusion to use your reaction to dismiss your concentration on the
ooze.
Combine Extracts Once the ooze is prepared and bottled, you can use an
action to throw the bottle a maximum range of 30 feet,
Starting at 6th level, you can expend two alchemist spell
releasing the ooze, which reconstitutes and attacks the
slots to combine two extracts, allowing you to benefit
closest creature (friend or foe). Each turn, acting on your
from both at the same time. If both extracts require
initiative, it keeps attacking that creature. If that creature
concentration, you only need to concentrate on one to
dies, the ooze attacks the next closest creature, and so on.
maintain both, although the maximum duration of each
If two creatures are available options for an attack, you
spell is unchanged.
can direct the ooze to your choice of one of the two.
You can infuse a combined extract to give it to someone
The following oozes can be created and bottled.
else by expending two uses of the infuse feature.
Bottled Ooze Spell Slot Level Ooze
Starting at 10th level, you learn how to make use of the 1st gray ooze
scraps and waste normally discarded by others. By chem- 3rd gelatinous cube
ically combining these materials and infusing them with 5th black pudding
the right catalyst, you can animate the muck, creating an
ooze. To prepare this ooze, you need to expend a spell Alchemical Mastery
slot. The kind of ooze you create depends on the level of Additionally, starting at 10th level, your Swift Alchemy
the spell slot you expend. You can only have one active lets you prepare two alchemical items at a time. You still
ooze at a time, and the spell slot cannot be regained until have to pay for both items.
7
Permanent Extract eager to buy your elixirs and potions. In most cases,
Starting at 14th level, you can make the effect of one ex- depending on the campaign and region, they will pay up
tract you drink permanent, even without concentration. to five times the listed price (or ten times the cost of cre-
The chosen extract must be of 2nd level or lower. The ation, if no price is listed). Also, your crafting now yields
effect remains until you make the effect of another extract triple, while your time and costs stay the same.
permanent, or until you dispel it. Philosophers Stone. You have unlocked the secret of
You can only brew one permanent extract and need to alchemys Great Work, the philosophers stone. Creating a
take a long rest before brewing another one. The spell slot philosophers stone takes 1 day of work, and you can do so
you expended to brew the permanent extract remains once per month at no cost.
consumed after a short or long rest. It can only be re- Once cracked open, a single philosophers stone can turn
stored by ending the extract and then taking a long rest. up to 5,000 pounds of iron into silver (worth 25,000 gp),
or up to 1,000 pounds of lead into gold (worth 50,000 gp).
Grand Discovery However, the stone becomes unstable once opened and
At 20th level, you make a grand alchemical discovery. loses its potency within 24 hours.
Choose one of the four options below. Secret Formula. You have discovered three formulas
Eternal Youth. You have developed the formula for a that no other alchemist knows. (For flavor you could say
powerful rejuvenating extract that will reverse the decay the formulas come from long-lost texts.) You gain one
of your body. You can set the age at which this effect takes 7th-level spell slot. This slot may be expended, once per
place (allowing old alchemists to reclaim their lost youth), long rest, as an extract or extract infusion, choosing one
and you will not age from that point on. Natural causes of the following three spells to emulate: glibness, plane
will not claim you, though you can still die from violence shift, or regenerate.
or disease. In addition, you increase your Constitution
score by 2, to a maximum of 20, and your base movement Multiclassing as an Alchemist
speed increases by 10 feet. You have a new spring in your Intelligence and Dexterity scores of 13 or higher are
step, after all. required to become a mulitclassing alchemist. When you
Legendary Distiller. You can synthesize potions of multiclass into the alchemist class, you gain proficiency in
legendary rarity. This crowning achievement awards you alchemists supplies and your choice of either herbalism
an illustrious reputation, bringing with it wealthy clients kit or poisoners kit.

Alchemist Formulas
C antrips Illusory Script Protection from Poison Greater Invisibility
Blade Ward Jump (self) See Invisibility Locate Creature
Friends Longstrider (self) Spider Climb (self) Polymorph (self)
Guidance (self) Mage Armor Web (thrown) Stoneskin (self)
Light (self) Protection from Evil and 3rd level formulas
Prestidigitation (self) Good (self) 5th level formulas
Blink
Resistance (self) Speak with Animals Greater Restoration (self)
Elemental Weapon (self)
True Strike Tendrils of the Void Legend Lore
Feign Death (self)
Fly Telekinesis
1st level formulas 2nd level formulas
Gaseous Form (self) Treestride
Absorb Elements Aid (self)
Animal Friendship Alter Self Haste (self) 6th level formulas
Comprehend Languages Barkskin (self) Meld Into Stone Find the Path
Cure Wounds (self) Blur Nondetection (self)
Globe of Invulnerability
Detect Evil and Good Darkvision (self) Protection from Energy
(self, no radius)
Detect Magic Enhance Ability (self) (self)
Heal (self)
Detect Poison and Enlarge/Reduce (self) Remove Curse (self)
Tongues Investiture of Flame
Disease Find Traps
Water Breathing (self) Investiture of Ice
Disguise Self Invisibility (self)
Water Walk (self) Investiture of Stone
Expeditious Retreat Lesser Restoration (self)
Investiture of Wind
False Life Levitate (self) 4th level formulas
Feather Fall (self) Locate Animals or Plants Death Ward (self) Primordial Ward
Frostbite Armor Locate Object Fire Shield True Seeing (self)
Grease Mirror Image Freedom of Movement Wind Walk (self)
Identify Pass without Trace (self) (self)
8
Credits
5E ALCHEMIST CLASS
By Lucam Chauny and Andrew Armstrong
Editing
Andrew Armstrong
Illustrations
Jon Pintar, William Fettes Douglas, Joseph Leopold Ratinckx, John Gilbert, Honor Daumier
Layout and Design
Jack Elmy
Webmaster
BWH Design
Marketing
Yanick Goossens
Special Thanks: To all the DawnforgedCast patrons whose patience and support have allowed this to be created
in the first place, and especially to Lucam Chauny, who laid the groundwork and set up most of the walls for the
alchemist class, and to Jake Kosman and Jack Elmy, whose critique and feedback made this class significantly better
than what it began as.
The DawnforgedCast logo and all content herein are copyright DawnforgedCast, LLC. DawnforgedCast is not formally
associated with any other publishing house(s), and the use of any popularized or system-specific terms does not imply
affiliation with or endorsement by said publishing house(s).
Copyright 2017 by DawnforgedCast, LLC. All rights reserved. No part of this publication may be reproduced,
distributed, or transmitted in any form without the expressed written permission of DawnforgedCast, LLC.
DawnforgedCast, LLC
www.youtube.com/DawnforgedCast
www.dawnforgedcast.org
dawnforged@hotmail.com
9
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10

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