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A woman with dreadlocks in her red hair and bedecked with vials, plate armor, and glowing green bottles of alchemist's potions, stands with her back to an explosion, her long trench coat swaying with the force of the blast.

Get all 11 subclasses in the Complete Alchemist!

Whether their methods are explosive, transformative, or restorative, Alchemists transmute the world around them to their liking.

Explosive Reactions

One of the first things an Alchemist learns is which chemicals react explosively with one other. Ostensibly, this is to prevent deadly accidents, but adventuring Alchemists regularly apply this knowledge to create Bombs.

An alchemical bomb is a one-pound, apple-sized, spherical glass or clay flask filled with a reactive chemical. A smaller vial of thin glass containing a reagent is suspended in the liquid, and the whole thing is sealed with a cork or wax seal. When the inner vial breaks, usually on impact, the chemicals react with a violent explosion. With experimentation, an Alchemist can even infuse these explosions with elemental fire, lightning, or frost.

Serums and Tinctures

Experienced Alchemists learn to brew potions, alchemical concoctions that replicate magical effects. These range from the medicinal, such as Potions of Healing, to the transformative, such as Potions of Gaseous Form. Undisputed masters of potion-brewing, an adventuring Alchemist should have a surplus of potions to distribute among their allies.

Elemental Sciences

The source of alchemy’s power is the Elemental Planes. Therefore, it is no surprise that Alchemists strive to tap deeper into that power, researching and discovering new elemental compounds. The pinnacle of alchemy is the Philosopher’s Stone, which is rumored to grant its bearer supreme command of the elements. Few Alchemists have succeeded in creating a Philosopher’s Stone, and fewer still remain alive to divulge its secrets.

Core Alchemist Traits

Primary Ability Dexterity and Intelligence
Hit Point Die D8 per Alchemist Level
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose 3: Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, or Survival
Weapon Proficiencies Simple weapons
Tool Proficiencies Alchemist’s Supplies
Armor Training Light armor
Starting Equipment Choose A or B: (A) 2 Daggers, Leather Armor, Alchemist’s Supplies, Alchemist’s Fire, Scholar’s Pack, and 6 GP; or (B) 160 GP

Becoming an Alchemist…

As a Level 1 Character

  • Gain all the traits in the Core Alchemist Traits table.
  • Gain the Alchemist’s level 1 features, which are listed in the Alchemist Features table.

As a Multiclass Character

  • Gain the following traits from the Core Alchemist Traits table: Hit Point Die, proficiency in one skill of your choice from the Alchemist’s skill list, proficiency with
    Alchemist’s Supplies, and training with Light armor.
  • Gain the Alchemist’s level 1 features, which are listed in the Alchemist Features table.

Alchemist Features

Level Prof.
Bonus
Features Reagents Bomb
Formulae
Discoveries
1 +2 Bombs, Reagents, Potion Brewing 2
2 +2 Bomb Formulae, Reagent Synthesis 4 3
3 +2 Alchemist Subclass 6 3
4 +2 Ability Score Improvement 8 4
5 +3 Discoveries, Potion Brewing 10 4 1
6 +3 Subclass feature 12 4 1
7 +3 Evasion 14 4 1
8 +3 Ability Score Improvement 16 5 1
9 +4 Potion Brewing 18 5 2
10 +4 Subclass feature 20 5 2
11 +4 Blast Coating 22 5 2
12 +4 Ability Score Improvement 24 6 2
13 +5 Potion Brewing 36 6 3
14 +5 Subclass feature 28 6 3
15 +5 Potion Mixologist 30 6 3
16 +5 Ability Score Improvement 32 7 3
17 +6 Potion Brewing 34 7 4
18 +6 Subclass feature 36 7 4
19 +6 Epic Boon 38 8 4
20 +6 Philosopher’s Stone, Nuclear Bomb 40 8 4

Alchemist Class Features

As an Alchemist, you gain the following class features when you reach the specified Alchemist levels. These features are listed in the Alchemist Features table.

Level 1: Bombs

You can create volatile alchemical Bombs using the statistics shown in the Bomb sidebar.

Bomb Mastery. You have proficiency with Bombs and you can use the Bomb’s mastery property.

Priming Bombs. When you take the Attack action on your turn, you can prime a Bomb to increase its potency. Make one attack using a Bomb or use the Bomb’s Explode property; you can’t make any other attacks using this Attack action. Add your Intelligence modifier to the damage roll.

When you prime your Bomb and deal damage with it, its damage increases by 1d10 when you reach Alchemist levels 5 (2d10), 11 (3d10), and 17 (4d10).

Alchemist Save DC. Some of your Alchemist features require your target to make a saving throw. The save DC equals 8 plus your Intelligence modifier and Proficiency Bonus. You can use this saving throw for your Bombs instead of the DC specified in the Explode property.

Bomb

Bombs are weapons with the following traits:

Weapon Category: Martial Ranged
Damage on a Hit: 1d10 Fire plus your Dexterity modifier
Properties: Destructible, Finesse, Thrown (Range 30/90)
Mastery: Explode
Weight: 1 lb.
Cost: 2 GP

New Property: Destructible. After you make an attack with this weapon, it is destroyed.

New Mastery Property: Explode. When you take the Attack action, you can replace one of your attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.

How Many Bombs Do I Have?

As an Alchemist, you can use Alchemist’s Supplies to effectively make as many Bombs as you need for the adventuring day at no cost. If you prefer to track
your inventory of Bombs manually, you can create a number of Bombs equal to 10 + twice your Alchemist level when you finish a Short or Long Rest. After 24 hours, an unused Bomb becomes inert.

Level 1: Reagents

You have a collection of powerful reagents that you use to brew potions and empower your Bombs. You have 2 Reagents. You regain one expended Reagent when you finish a Short Rest, and you regain all expended Reagents when you finish a Long Rest. You gain additional Reagents when you reach certain Alchemist levels, as shown in the Reagents column of the Alchemist Features table.

Empowered Bomb. When you deal damage with a Bomb, you can expend a number of Reagents up to your Proficiency Bonus and add 1d10 to the Bomb’s damage roll for each expended Reagent.

Additionally, if you use the Bomb’s Explode property, you can increase the radius of the explosion by 5 feet. You can do so once for each expended Reagent. For example, if you expend 2 Reagents, you can choose for the Sphere to be a 5-, 10- or 15-foot radius.

Level 1: Potion Brewing

You can spend 10 minutes and expend any number of Reagents to brew potions, which can be done during a Short Rest. You can have a total number of potions at one time up to your Intelligence modifier (minimum of 1). These potions retain potency until you finish a Long Rest, after which they become inert.

When you brew potions, you can also distill potions you have already brewed, destroying them and recovering the Reagents expended to brew them, up to a maximum of the number of Reagents listed on the Alchemist Features table. You can expend these Reagents immediately to brew new potions.

The number of Reagents and the Alchemist level required to brew a potion are given on the Potions table.

Potions
Potion Reagents
Alchemist Level 1
Potion of Climbing 1
Potion of Diminution 1
Potion of Growth 2
Potion of Healing 1
Potion of Resistance 1
Potion of Water Breathing 1
Alchemist Level 5
Potion of Greater Healing 2
Potion of Invisibility 2
Sovereign Glue 1
Universal Solvent 1
Alchemist Level 9
Potion of Heroism 3
Potion of Hill Giant Strength 3
Potion of Superior Healing 3
Alchemist Level 13
Potion of Flying 5
Potion of Frost/Stone Giant Strength 4
Potion of Invulnerability 6
Alchemist Level 17
Potion of Fire Giant Strength 7
Potion of Speed 9

Level 2: Bomb Formulae

Your research has uncovered new formulations for your Bombs that you can apply just before throwing them. Choose three Bomb Formulae from the “Bomb Formulae” options later in this class’s description.

Replacing and Gaining Formulae. When you reach certain Alchemist levels, you learn additional formulae of your choice, as shown in the Bomb Formulae column of the Alchemist Features table. Additionally, whenever you gain an Alchemist level, you can replace one of your Bomb Formulae with another formula of your choice.

If another Alchemist feature gives you a Bomb Formula, it doesn’t count against your number of formulae.

Applying Bomb Formulae. Once per turn when you prime a Bomb, you can apply a Bomb Formula to it, granting it special effects and potentially changing its damage dice.

Level 2: Reagent Synthesis

When you finish a Short Rest, you can regain an additional number of expended Reagents up to your Intelligence modifier (minimum of 1).

Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 3: Alchemist Subclass

You gain an Alchemist subclass of your choice. A subclass is a specialization that grants you features at certain Alchemist levels. For the rest of your career, you gain each of your subclass’s features that are of your Alchemist level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Alchemist levels 8, 12, and 16.

Level 5: Discoveries

In the course of your research, you have made a number of discoveries regarding the nature of alchemy. You gain one discovery of your choice from the “Discoveries” options later in this class’s description.

Whenever you gain an Alchemist level, you can replace one of your discoveries with another one for which you qualify. When you gain certain Alchemist levels, you gain more discoveries of your choice, as shown in the Discoveries column of the Alchemist Features table. You can’t pick the same discovery more than once.

Level 7: Evasion

When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You don’t benefit from this feature if you have the Incapacitated condition.

Level 11: Blast Coating

You automatically succeed on saving throws against your own Bombs and never take damage from them.

Level 15: Potion Mixologist

You can mix two potions together and drink them as a Bonus Action, gaining the effects of both. You suffer no unexpected effects from mixing potions.

Level 18: Experimentalist

When you finish a Long Rest, you can replace any of your Bomb Formulae with other formulae of your choice, and you can replace one of your discoveries with another one for which you qualify.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Philosopher’s Stone

You gain the crowning achievement of alchemy: a Philosopher’s Stone, a dynamo of alchemical energy in a fist-sized, glowing jewel.

Constructing a New Philosopher’s Stone. If your Philosopher’s Stone is destroyed, you can construct a new one using Alchemist’s Supplies, materials worth 1,000+ GP, and 7 days of work. You can only have one Philosopher’s Stone at a time.

Philosopher’s Stone Benefits. As long as you possess the stone, you gain the following benefits:

Regenerating Reagents. When you roll Initiative, you regain expended Reagents until you have 6 if you have 5 or fewer.
Quick Brewing. You can brew potions as a Utilize action, instead of over the course of 10 minutes.
Longevity. For every ten years that pass, your body ages only one year.

Level 20: Nuclear Bomb [Formula]

You can utilize the most devastating Bomb Formula imaginable. By replacing your Bomb’s explosive contents with your Philosopher’s Stone, you can change it into a Nuclear Bomb. You must use the Bomb’s Explosive property. This Bomb deals 10d10 + 100 Force damage instead of its normal Fire damage, and its explosion is a Sphere with a radius of 1 mile. A creature within 60 feet of the center of the Sphere gains no benefit from Evasion or similar features.

This Bomb completely destroys your Philosopher’s Stone.

Bomb Formulae

Bomb formulae are summarized on the following table. Bombs that are exclusively available to one field of study are marked with an asterisk. Unless otherwise stated, all bombs produce a loud boom, audible out to one mile. Bombs are presented in alphabetical order.

Formula Damage Saving Throw
Acid Bomb d8s Acid Dexterity
Bramble Bomb
Concussion Bomb d10s Thunder Constitution
Cryo Bomb d8s Cold Constitution
Fear Bomb d8s Psychic Wisdom
Holy Bomb d8s/d12s Radiant Dexterity
Impact Bomb d8s Thunder Dexterity
Incendiary Bomb d6s Fire Dexterity
Laughing Gas Bomb d6s Poison Constitution
Lightning Bomb d8s Lightning Dexterity
Nonlethal Bomb d8 bludgeoning Dexterity
Oil Bomb d6 fire
Paint Bomb
Prismatic Bomb d10s Varies Varies
Quiet Bomb d10s Bludgeoning Dexterity
Seeking Bomb d10s Fire Dexterity
Smoke Bomb
Teleportation Bomb
Withering Bomb d8s Necrotic Constitution

Acid Bomb

By mixing your Bomb’s explosive contents with a few drops of ardenflotic acid, a highly corrosive chemical, you can change it into an Acid Bomb. This Bomb deals Acid damage instead of Fire damage and all of its damage dice are d8s. A target hit by this Bomb or that fails its saving throw against it has a −2 penalty to its AC until the start of your next turn.

Bramble Bomb

By adding a soil and a potent fertilizer to your Bomb’s explosive contents, you can change it into a Bramble Bomb. This Bomb deals no damage, but instead causes thorny brambles to sprout from the ground within the Sphere of the Bomb’s Explode property. This area is Difficult Terrain. A creature that attempts to move through the brambles must succeed on a Strength (Athletics) check against your Alchemist save DC or have its speed reduced to 0 until the end of its turn. The brambles shrivel and die after 1 minute.

Concussion Bomb

By replacing your Bomb’s explosive contents with a sliver of ice-nine, you can change it into a Cryo Bomb. This Bomb deals Cold damage instead of Fire damage and all of its damage dice are d8s. When you use the Bomb’s Explode property, each creature within the explosion makes a Constitution saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against has a −2 penalty to its attack rolls until the start of your next turn.

Cryo Bomb

By replacing your bomb’s explosive contents with a piece of ice-nine, you can change it into a cryo bomb. A cryo bomb deals cold damage instead of fire damage, its damage dice are d8s, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has its speed reduced by 10 feet until the end of its next turn.

Fear Bomb

By mixing your Bomb’s explosive contents with concentrated adrenaline, you can change it into a Fear Bomb. This Bomb deals Psychic damage instead of Fire
damage and all of its damage dice are d8s. When you use the Bomb’s Explode property, each creature within the explosion makes a Wisdom saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has the Frightened condition until the start of your next turn.

Holy Bomb

By adding a few drops of holy water to your Bomb’s explosive contents, you can change it into a Holy Bomb. This Bomb deals Radiant damage instead of Fire damage and all of its damage dice are d8s. If a creature that takes damage from the Bomb is a Fiend or Undead, the Bomb’s damage dice against this creature become d12s.

Impact Bomb

By replacing your Bomb’s explosive contents with a more reactive one, you can change it into an Impact Bomb. This Bomb deals Force damage instead of Fire damage and all of its damage dice are d8s. When you use the Bomb’s Explode property, each creature within the explosion makes a Strength saving throw, instead of Dexterity. A Huge or smaller target hit by this Bomb or that fails its saving throw against it has the Prone condition.

Incendiary Bomb

By adding a thickening agent to your Bomb’s explosive contents, you can change it into an Incendiary Bomb. All of this Bomb’s damage dice are d6s. When you use the Bomb’s Explode property, the area of the explosion is filled with flames until the start of your next turn. Whenever a creature enters the area or ends its turn there, it must succeed on a Dexterity saving throw or take Fire damage equal to the Bomb’s damage dice.

Laughing Gas Bomb

By mixing your Bomb’s explosive contents with a drop of jesterate, a highly euphoric chemical, you can change it into a Laughing Gas Bomb. This Bomb deals Poison damage instead of Fire damage and all of its damage dice are d6s. When you use the Bomb’s Explode property, each creature within the explosion makes a Constitution saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it laughs uncontrollably and has the Poisoned condition until the start of your next turn.

Lightning Bomb

By replacing your bomb’s explosive contents with a charged arcane capacitor, you can change it into a lightning bomb. A lightning bomb deals lightning damage instead of fire damage, and its damage dice are d8s. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can’t take reactions until the end of its next turn.

Oil Bomb

By mixing your Bomb’s explosive contents with a few drops of a super-surfactant, you can change it into an Oil Bomb. This Bomb deals no damage, but instead causes the target or each creature within the Sphere of the Bomb’s Explode property to become coated with a flammable oil. This oil lasts for 1 minute or until it or another creature takes the Utilize action to remove the oil. The next time a creature coated in oil takes Fire damage, you can treat a roll of 1–3 on any damage die as a 4. This destroys the oil on the creature.

Paint Bomb

You can replace your Bomb’s contents with vibrant, magical pigment, changing it into a Paint Bomb. This Bomb deals no damage but instead splatters paint within the Sphere of the Bomb’s Explode property. A target hit by this Bomb or that fails its saving throw against is coated in paint until the start of your next turn. A coated creature can’t benefit from the Invisible condition and attacks against it have Advantage.

Prismatic Bomb

By adding an ounce of polyjuice, an unpredictable, multicolored chemical, to your Bomb’s explosive contents, you can change it into a Prismatic Bomb. This Bomb deals a randomly-determined damage type instead of Fire damage, and the Bomb’s Explode property requires a randomly-determined type of saving throw. Roll on each of the following tables.

d6 Damage
1 Acid
2 Cold
3 Fire
4 Lightning
5 Poison
6 Radiant

 

d6 Damage
1–2 Acid
3–4 Cold
5–6 Fire

Quiet Bomb

By replacing your Bomb’s explosive contents with a pouch of rubber pellets, you can change it into a Quiet Bomb.  This Bomb deals Bludgeoning damage instead of Fire damage. When this Bomb detonates, it makes only a low thud, audible out to 10 feet, and releases a puff of smoke to mask the light of the blast.

Additionally, when you reduce a creature to 0 Hit Points with this Bomb, you can instead knock it out. The creature is instead reduced to 1 Hit Point. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.

Seeking Bomb

By replacing your Bomb’s explosive contents with a powerful lodestone, you can change it into a Seeking Bomb. Your ranged attack with this Bomb and its explosion ignores Half and Three-Quarters Cover.

Smoke Bomb

By removing your bomb’s explosive contents entirely, you can change it into a Smoke Bomb. This Bomb deals no damage, but creates a Sphere of smoke that is Heavily Obscured. The radius of this Sphere is twice that of the Bomb’s Explode property. The smoke lasts for 1 minute or until a strong wind (such as one created by Gust of Wind) disperses it.

Teleportation Bomb

By replacing your Bomb’s explosive contents with a glowing etherite crystal, you can change it into a Teleportation Bomb. This Bomb deals no damage. Instead, you teleport to the Bomb’s point of impact. This teleportation fails if the Bomb explodes more than 30 feet away from you.

Withering Bomb

By mixing your Bomb’s explosive contents with a powerful desiccating agent, you can change it into an Withering Bomb. This Bomb deals Necrotic damage instead of Fire damage and all of its damage dice are d8s. When you use the Bomb’s Explode property, each creature within the explosion makes a Constitution saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has a −2 penalty on saving throws it makes before the start of your next turn.

Discoveries

Discovery options appear in alphabetical order.

Alchemy of Alteration

Your research has revealed how to warp the body and mind. You gain the following benefits.

Batch Brewing. The number of potions you can have at one time increases by 2.

Potion Ingredients. You gain 4 additional Reagents which you can only use to brew potions.

Expanded Potions. You can brew the following potions at the Alchemist levels given.

Potion Reagents
Alchemist Level 5
Potion of Gaseous Form 2
Philter of Love 1
Potion of Mind Reading 1
Potion of Animal Friendship 1
Alchemist Level 9
Oil of Etherealness 3
Alchemist Level 13
Oil of Slipperiness 5

Alchemy of Poison

Your research has taught you how to concoct poisonous compounds. You gain the following benefits.

Batch Brewing. The number of potions you can have at one time increases by 2.

Poisoner’s Kit. You gain proficiency in the Poisoner’s Kit.

Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.

Poison Crafting. You can brew the following poisons, which use your Alchemist save DC, when you brew potions. These poisons are included in the 5th
Edition rules.

Poison Reagents
Alchemist Level 5
Carrion Crawler Mucus 2
Lolth’s Sting 2
Serpent Venom 2
Alchemist Level 9
Malice 3
Burnt Othur Flames 3
Oil of Taggit 3
Alchemist Level 13
Wyvern Poison 4

Alchemy of Restoration

Your research has unveiled a plethora of medicines and remedies. You gain the following benefits.

Batch Brewing. The number of potions you can have at one time increases by 2.

Double Dose. Whenever you brew a Potion of Healing, it has twice the normal potency. Each potion has two uses. Drinking the potion expends one use. The
potion gains another use when you reach level 9 (3 uses) and level 13 (4 uses).

Expanded Potions. You can brew the following potions at the Alchemist levels given.

Potion Reagents
Alchemist Level 5
Elixir of Health 2
Alchemist Level 9
Potion of Longevity 4
Alchemist Level 13
Potion of Vitality 4
Potion of Supreme Healing 6

Arcane Studies

Dabbling in arcana has granted you limited magic. You gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Wizard spell list. Intelligence is your spellcasting ability for this discovery’s spells.

Level 1 and 2 Spells. Choose a level 1 spell and a level 2 from the Wizard spell list. You always have these spells prepared. You can cast each once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also restore your use of a spell by taking the Utilize action and expending a number of Reagents equal to the level of the spell. You can also cast these spells using any spell slots you have of the appropriate level.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this discovery with a different spell of the same level from the chosen spell list.

Combat Studies

Your research extends into the strategy and tactics of warfare. You gain the following benefits.

Martial Training. You gain proficiency with Martial weapons and training with Medium armor and Shields.

Breacher. You can take a Bonus Action to make an attack with a weapon that isn’t a Bomb and doesn’t have the Heavy property.

Fire Brand. When you hit a creature with an attack using a Melee weapon, you can expend 1 Reagent to deal an extra 1d10 Fire damage to the target.

Fundamental Alchemy

Your research has revealed the finer points of brewing basic alchemical substances. You gain the following benefits.

Quadruple Flasks. When you brew potions, you can brew a batch of four vials of Acid, Alchemist’s Fire, Holy Water, or Oil for 1 Reagent die. Each batch counts as one potion for the number of potions you can have at once. These batches can be all of one substance or a mix of them.

These substances use your Alchemist save DC and retain potency until you finish a Long Rest, after which they become inert.

Quick Flask. When you take the Attack action to prime a bomb, you can take a Bonus Action to throw a flask of Alchemist’s Fire, Holy Water, Oil, or Acid, or to
use an Oil flask to douse a space.

Potent Flasks. Acid, Alchemist’s Fire, and Holy Water that you brew deal an additional die of damage. Alchemist’s Fire also deals this extra dice of damage to
burning creatures. Burning Oil adds your Intelligence modifier to the extra Fire damage it deals.

Guided Explosives

You’ve learned how to magnify the explosive potential of your Bombs. You gain the following benefits.

Improved Bombs. You gain a +1 bonus to attack rolls you make using your Bombs.

Aerodynamic Bombs. The normal and long ranges of your Bombs double.

Seeking Charge. When you miss with an attack roll using a Bomb, you can expend a Regent to roll 1d8 and add the number rolled to the attack roll, potentially
causing the attack to hit.

Homunculus

Your research has taught you how to create an alchemical familiar: a Homunculus.

Creating a Homunculus. By expending 3 Reagents and spending materials worth 10+ GP in a 1-hour long alchemical process, which can be done over a Short Rest, you can create a homunculus. You can only have one homunculus at a time; if you create another one, your existing one dies.

Hit Points. Your homunculus has Hit Points equal to five times your Alchemist level.

Bomb Immunity. Your homunculus automatically succeeds on its saving throws against your Bombs and never takes damage from them.

Combat. The homunculus is an ally to you and your allies. It takes its turn immediately before or after your turn each round (your choice). Your homunculus can’t attack on its turn, but it can take other actions and Bonus Actions as normal.

Additionally, you can take a Bonus Action to allow your homunculus to make one attack with its Reaction. Your homunculus’s attack bonus equals your  Intelligence modifier plus your Proficiency Bonus.

Elemental Infusion. As a Magic action, you can expend 2 Reagents to infuse your homunculus with elemental essence for the next hour. Choose Acid, Cold, Fire, Lightning, or Thunder damage. While infused, your homunculus has Resistance to this damage and deals 2d8 extra damage of that type on its damage rolls.

Necrobiology

Your explorations into necromancy have borne scientific fruit. You gain the following benefits.

Hemoreagent. You can take a Bonus Action to extract a measure of your own blood and convert it into Reagents. Expend any number of Hit Dice. You regain a number of expended Reagents equal to half the number of Hit Dice expended (round down).

Lazarus Bolt. As a Magic action, you can drive a bolt into the torso of a creature within 5 feet of you that has died within the last minute and shock it back to life. That creature revives with 1 Hit Point. This discovery can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs. Once you use this ability, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending 5 Reagents (no action required).

Precision Explosives

Your Bombs are extremely precise. You gain the following benefits.

Improved Bombs. Your Alchemist save DC increases by 2.

Sculpt Explosion. When you use the Bomb’s Explode property, you can choose a number of creatures within the explosion up to your Intelligence modifier (minimum of 1). Each chosen creature automatically succeeds on its saving throws against the Bomb and takes no damage from it.

Unconventional Explosives

You’ve discovered new ways to utilize your Bombs. You gain the following benefits.

Explosive Missile. When you prime a Bomb, you can take a Bonus Action to load the Bomb onto a crossbow and launch it. The Bomb uses the crossbow’s range, but you can’t use its Explode property for this attack. You can apply a formula to this Bomb as normal.

Fire Eater. When you prime a Bomb, you can take a Bonus Action to drink the Bomb’s contents and spit them out in a 15-foot Cone. This Cone acts as the area of the Bomb’s explosion, which you can expand by expending Reagent dice as normal. You can apply a formula to this Bomb as normal.

Unconventional Potions

Your research has chiefly revealed how to deliver potions quickly. You gain the following benefits.

Potion Toss. You can take a Utilize action to hurl a potion at an ally within 30 feet of you. The target gains the potion’s benefits as if it had consumed the potion normally.

Reactionary Gulp. Immediately after you take damage from a creature you can see, you can take a Reaction to drink a potion. You can use this ability to drink a potion that restores your Hit Points, even if the triggering damage reduces you to 0 Hit Points.

Alchemist Subclasses

An Alchemist subclass is a specialization that grants you features at certain levels, as specified in the subclass.

Name Description
Apothecary Alchemical healers and herbalists
Mad Bomber Pyromaniacs who fashion particularly devastating bombs
Mutagenist Transmutes their body with experimental, injected mutagens

 

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