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Alchemist Subclass

Notes from the writer: Gotta catch ’em all! For Book of Extinction, the monster manual of extinct species, we built a subclass around the book’s themes for all 12 of D&D’s base classes. The next step was to build a similar subclass for the Mage Hand Press base classes, starting with the Alchemist. For this potion-slinging class, we started with the capsule bomb and built from there. 

Polymorphism is the subdomain of magic that governs transforming one creature into another. Typically, this magic is the domain of powerful spellcasters, as  when a witch transforms a human into a frog or a druid assumes the shape of a bear. But a rare few alchemists have distilled the essence of polymorph into a formula, and then into an array of potions. Drink from one vial to become a cat; drink from another to become a griffon. Polymorphists can become any creature they like, or even a chimera of creatures if they mix their potions correctly.

Bonus Proficiencies

When you choose this field of study at 2nd level, you gain proficiency in the Nature and Survival skills.

Polymorph Serum

Also at 2nd level, you’ve unlocked the secrets of polymorphism, a field of alchemy that deals in transforming one creature into another. Until you reach 3rd level, you have 2 reagent dice, which you can spend only on crafting polymorph serums using this feature. You can brew polymorph serums whenever you brew potions.
When you brew a polymorph serum, expend the number of reagent dice listed in the Polymorph Forms table and choose the form associated with the serum. As you gain levels in the alchemist class, additional forms become available. These serums retain potency for 24 hours, after which they become inert.
When a Humanoid drinks this serum as an action, it polymorphs into the form associated with the serum, as per the polymorph spell, for a number of minutes equal to your alchemist level. The transformed creature uses its proficiency bonus instead of that of its new form.
Starting at 6th level, while transformed, a creature’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Polymorph Forms

Alchemist
Level
Cost Forms
1st 1 reagent die ape, axe beak, black bear, cat, frog, giant poisonous snake, octopus, rat, riding horse, wolf
3rd 3 reagent dice brown bear, dire wolf, giant hyena, giant octopus, giant spider, giant toad, lion, tiger
5th 5 reagent dice ankheg, giant boar, giant constrictor snake, giant elk, griffon, polar bear, rhinoceros,
saber-toothed tiger
7th 7 reagent dice giant scorpion, killer whale, manticore, owlbear, phase spider, winter wolf

Formula: Capsule Bomb

Starting at 6th level, you can craft capsule bombs to ensnare research specimens. This bomb is constructed in a glass sphere layered with transmutation magic. A capsule bomb deals no damage and has no blast radius, but if the target is a Beast of Large size or smaller or a Monstrosity on the Polymorph Forms table, it must succeed on a Wisdom saving throw or be snared by the bomb. A Monstrosity automatically succeeds its saving throw if you aren’t of a high enough level, as noted on the table. The target is magically shrunk to Tiny size, teleported within the sphere, and placed in a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

When the sphere is thrown or broken as an action, the creature is released. For 1 hour, the creature is friendly to you and your companions and it obeys any verbal commands you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions.

You can have one creature inside a capsule bomb at a time. If you capture a new creature inside a capsule bomb, your previous capsule bomb breaks open and its creature is released.

Swift Serum

Beginning at 10th level, you can drink a polymorph serum whenever you roll initiative.

Chimera Concoction

By 18th level, when you drink a polymorph serum, you can mix two of your serums together and drink both simultaneously, creating a chimeralike amalgamation. Choose one of the forms as a primary form; the other is a secondary form. Your hit point maximum equals the sum of both forms’ hit points. You assume the statistics of the primary form, and additionally gain any special senses, movement speeds, traits, and actions you choose from the secondary form.

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

New Alchemist Discovery: Capsule Master

Prerequisites: 13th level, Polymorphist Field of Study

By capturing and training various creatures, you have set out upon the path of capsule mastery. You can have up to six creatures inside capsule bombs at one time. If you capture a seventh creature, you choose one of your creatures to be permanently released from its capsule bomb; it is no longer under your control.

Additionally, a creature released from its capsule bomb is friendly to you and your companions and follows your commands indefinitely. You can only have  one such creature at a time. If you release a creature from its capsule bomb while another is under your control, the previous creature is magically drawn back into its capsule.

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