{"name":"Alchemist","overview":"More experienced alchemists learn to mix less volatile\r\nsubstances into potions, alchemical concoctions\r\nwhich replicate magical effects. These potions range\r\nfrom the medicinal, such as potions of healing, to\r\nthe transformative, such as potions of gaseous form,\r\nto the downright deadly, such as potions of poison.\r\nUndisputed masters of potions, alchemists constantly\r\ninnovate with new formulations and preparations,\r\nimproving their potions into magic items in their own\r\nright.","hit_dice":"d6","hit_points_at_1st_level":"6+Con Modifier","hit_points_at_higher_levels":"1d6+Con","armor_proficiencies":"Light Armor","weapon_proficiencies":"Simple Weapons, Bombs, Simple Firearms","tools":"Alchemist\u2019s supplies, herbalism kit","saving_throws":"Dexterity, Intelligence","skills":"Choose three from Arcana, History, Insight,\r\nMedicine, Nature, Perception, Sleight of Hand,\r\nSurvival,  and Tech","starting_equipment":"","spellcasting":"You only gain spells if you take the Dynamo Engineer subclass\r\n\r\n[b]Spellcasting[\/b]\r\nAlso at 2nd level, you\u2019ve achieved the ability to\r\ncast spells by storing and releasing energy in spell\r\ndynamos.\r\n\r\n[b]Spell Dynamos.[\/b] You power your spells through\r\nhandheld arcane devices called spell dynamos, which\r\neach hold a single spell slot. The Dynamo Engineer\r\nSpellcasting table shows how many spell slots you\r\nhave. The table also shows what the level of those slots\r\nis; all of your spell slots are the same level. To cast one\r\nof your wizard spells of 1st level or higher, you must\r\nexpend a spell slot. You regain all expended spell slots\r\nwhen you finish a long rest.\r\n\r\n[b]Preparing Spells[\/b]. Unlike other spells, you must\r\nprepare spell dynamos in advance. When you finish\r\na long rest, you configure each of your dynamos\r\nto cast a particular wizard spell you know. You can\r\nonly use a spell dynamo to cast a spell to which it is\r\nconfigured. When you finish a short or long rest, you\r\ncan reconfigure your unexpended spell dynamos to\r\nhold different spells.\r\n\r\n[b]Spells Known of 1st-Level and Higher.[\/b] You\r\nknow three 1st-level wizard spells of your choice, two\r\nof which you must choose from the evocation and\r\ntransmutation spells on the wizard spell list.\r\nThe Spells Known column of the Dynamo Engineer\r\nSpellcasting table shows when you learn more wizard\r\nspells of 1st level or higher. Each of these spells must\r\nbe an evocation or transmutation spell of your choice,\r\nand must be of a level for which you have spell slots.\r\nFor instance, when you reach 7th level in this class,\r\nyou can learn one new spell of 1st or 2nd level.\r\nThe spells you learn at 8th, 14th, and 20th level can\r\ncome from any school of magic.\r\nWhenever you gain a level in this class, you can\r\nreplace one of the wizard spells you know with\r\nanother spell of your choice from the wizard spell\r\nlist. The new spell must be of a level for which you\r\nhave spell slots, and it must be an evocation or\r\ntransmutation spell, unless you\u2019re replacing the spell\r\nyou gained at 3rd, 8th, 14th, or 20th level from any\r\nschool of magic.\r\n\r\n[b]Spellcasting Ability[\/b]. Intelligence is your\r\nspellcasting ability for your wizard spells, since you\r\ncast them using cutting-edge arcane technology. You\r\nuse your Intelligence whenever a spell refers to your\r\nspellcasting ability. Use your bomb save DC when\r\nsetting the saving throw DC for a wizard spell you\r\ncast, and use your Intelligence modifier when making\r\nan attack roll with one.\r\nSpell attack modifier = your proficiency\r\nbonus + your Intelligence modifier\r\n[table]\r\n[tr]\r\n[th]Alchemist\r\n Level[\/th]\r\n[th]Spells \r\nKnown[\/th]\r\n[th]Spell\r\nDynamos[\/th]\r\n[th]Slot\r\nLevel[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]7[\/td]\r\n[td]5[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]8[\/td]\r\n[td]5[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]8[\/td]\r\n[td]5[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]9[\/td]\r\n[td]5[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]10[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]10[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16[\/td]\r\n[td]11[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]11[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18[\/td]\r\n[td]11[\/td]\r\n[td]7[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19[\/td]\r\n[td]12[\/td]\r\n[td]7[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20[\/td]\r\n[td]13[\/td]\r\n[td]7[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[\/table]\r\n","class_features":"[b]Natural Philosopher[\/b]\r\nYou have learned many things about alchemy during\r\nyour studies. Starting at 1st level, you can add half\r\nyour proficiency bonus, rounded up, to any ability\r\ncheck you make to identify herbs, potions, poisons, or\r\nother alchemical substances. This bonus stacks with\r\nyour normal proficiency bonus, if you would add that\r\nalready.\r\n\r\n\r\nBombs\r\nAt 1st level, you can create volatile alchemical bombs\r\nusing your alchemist\u2019s supplies. Whenever you take a\r\nshort or long rest, you can create a number of bombs\r\nequal to 10 plus twice your alchemist level. The cost of\r\nmaterials necessary to create these bombs is negligible.\r\nAfter 24 hours, an unused bomb becomes inert. The\r\nstatistics of a bomb are shown in the Bomb sidebar.\r\nInstead of making an attack with a bomb using the\r\nAttack action, once per turn you can take the Use an\r\nObject action to prime a bomb with explosive reagents and throw it, increasing the bomb\u2019s explosive potential\r\nand allowing you to deal additional damage. When\r\nyou do so, you can add your Intelligence modifier,\r\ninstead of Dexterity, to the bomb\u2019s damage roll.\r\nAdditionally, when you throw a bomb in this way, its\r\ndamage increases by 1d10 when you reach 5th level\r\n(2d10), 11th level (3d10), and 17th level (4d10).\r\n\r\n[b]Saving Throws.[\/b] When your bombs call for a\r\nsaving throw, its save DC is calculated as follows:\r\n\r\n[b]Bomb save DC [\/b]= 8 + your proficiency bonus +\r\nyour Intelligence modifier\r\n\r\n\r\n[b]Bomb Formulae[\/b]\r\nBy 2nd level, your research has granted you insight\r\ninto new alchemical formulations for your bombs.\r\nSelect three bomb formulae from the Bomb Formulae\r\nsection below. Once per turn, when you take the Use\r\nan Object action to throw a bomb, you can apply a\r\nformula to it.\r\nWhen you gain certain levels in this class, you\r\nlearn additional formulae of your choice, as shown in\r\nthe Bomb Formulae Known column of the Alchemist\r\ntable. Additionally, when you gain a level in this class,\r\nyou can choose one of the formulae you know and\r\nreplace it with another formula.\r\n\r\n\r\n[b]Field of Study[\/b]\r\nWhile all alchemists share a common knowledge base,\r\nmost alchemists specialize into a particular field of\r\nstudy. When you reach 2nd level, you select your field\r\nof study, which grants you features at 2nd, 6th, 10th,\r\nand 18th level.\r\nA formula granted by your field of study does not\r\ncount against the total number of formulae you know.\r\n\r\n\r\n[b]Reagent[\/b]\r\nStarting at 3rd level, you have a collection of powerful\r\nalchemical reagents, represented by a pool of reagent\r\ndice, that you can spend to brew potions or magnify\r\nthe power of your explosives.\r\n\r\n[i]Reagent Dice[\/i]\r\nYou start with three reagent dice, which are d10s, and\r\nyou gain additional reagent dice as you gain levels in\r\nthis class, as shown in the Reagent Dice column of the\r\nAlchemist table. You regain all expended reagent dice\r\nwhen you finish a long rest.\r\nWhen you take the Use an Object action to prime\r\nand throw a bomb, you can expend a number of\r\nreagent dice up to your proficiency modifier and add\r\nthe dice to the bomb\u2019s damage roll.\r\n\r\n[i]Brewing Potions[\/i]\r\nYou can spend 10 minutes and expend any number\r\nof reagent dice to brew potions. These potions retain\r\npotency for 24 hours, after which they become inert.\r\nIf a potion calls for a saving throw, it uses your bomb\r\nsave DC.\r\nThe number of reagent dice and the alchemist level\r\nrequired to brew a potion are given on the Potions\r\ntable:\r\n[table]\r\n[tr]\r\n[th]Potion[\/th]\r\n[th]Cost[\/th]\r\n[th]Alchemist Level[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Alchemical Anesthetic[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Climbing[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Growth[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Healing[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Water Breathing[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cure-All[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Greater Healing[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Heroism[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Resistance[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Diminution[\/td]\r\n[td]3 reagent dice[\/td]\r\n[td]14[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Flying[\/td]\r\n[td]4 reagent dice[\/td]\r\n[td]14[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Hill Giant Strength[\/td]\r\n[td]4 reagent dice[\/td]\r\n[td]14[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Invisibility[\/td]\r\n[td]4 reagent dice[\/td]\r\n[td]14[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Superior Healing[\/td]\r\n[td]4 reagent dice[\/td]\r\n[td]14[\/td]\r\n[\/tr]\r\n[\/table]\r\n[i]Reagent Synthesis[\/i]\r\nOnce per day when you finish a short rest, you can\r\nregain all of your expended reagent dice that you have\r\nnot used to brew potions.\r\n\r\n\r\n[b]Discoveries[\/b]\r\nIn the course of your research, you have made\r\na number of discoveries regarding the nature of\r\nalchemy. At 4th level, you gain two discoveries of your\r\nchoice. When you gain certain alchemist levels, you\r\ngain additional discoveries of your choice, as shown in\r\nthe Discoveries Known column of the Alchemist table.\r\nAdditionally, when you learn a new discovery,\r\nyou can choose one of the discoveries you know and\r\nreplace it with another discovery that you could learn\r\nat that level.\r\n\r\n\r\n[b]Flashbang[\/b]\r\nBeginning at 5th level, you carry a supply of\r\nconcussive explosives which help you escape from\r\nperilous situations. As a bonus action, you can throw\r\none of these explosives at your feet, disorienting and\r\ndistracting nearby foes. Each creature within 5 feet of\r\nyou can\u2019t take reactions until the start of its next turn.\r\n\r\n\r\n\r\n[b]Evasion[\/b]\r\nBeginning at 11th level, when you are subjected to\r\nan effect that allows you to make a Dexterity saving\r\nthrow to take only half damage, you instead take no\r\ndamage if you succeed on the saving throw, and only\r\nhalf damage if you fail.\r\n\r\n\r\n[b]Blast Coating[\/b]\r\nStarting at 15th level, you automatically succeed on\r\nsaving throws against your own bombs and never take\r\ndamage from them.\r\n\r\n\r\n[b]Philosopher\u2019s Stone[\/b]\r\nAt 20th level, you unlock the crowning achievement\r\nof all alchemy: a philosopher\u2019s stone, a dynamo of\r\nalchemical energy in a fist-sized glowing jewel. You\r\ncan construct your philosopher\u2019s stone using your\r\nalchemist supplies, 1,000 gp worth of materials, and\r\n1 week of work. You can only have one philosopher\u2019s\r\nstone at a time and only you can gain the stone\u2019s\r\nbenefits. As long as you possess the stone, you gain the\r\nfollowing benefits:\r\n\u2022 Whenever you finish a short rest, you regain all\r\nexpended reagent dice.\r\n\u2022 Using the stone\u2019s transmutation magic, you can\r\nbrew potions as an action, instead of in 10 minutes.\r\n\u2022 You age 10 times slower than normal, and your age\r\ncannot be magically changed.\r\nAdditionally, you learn the following formula, which\r\ndoesn\u2019t count against the total number of formulae\r\nyou know:\r\n\r\n[i]Nuclear Bomb[\/i]\r\nBy replacing your bomb\u2019s explosive contents with\r\nyour philosopher\u2019s stone, you can change it into a\r\nnuclear bomb. A nuclear bomb deals 10d10 + 100\r\nforce damage instead of its normal fire damage, has\r\na blast radius of 1 mile, and completely destroys the\r\nphilosopher\u2019s stone. Additionally, each creature within\r\nthe blast radius that fails its saving throw takes full\r\ndamage, instead of half damage, and each creature that\r\nsucceeds its saving throw takes half damage, instead of\r\nno damage.\r\n\r\n\r\n\r\n\r\n[b][h1]Bomb Formulae[\/h1]\r\n[\/b]\r\n\r\nUnless otherwise stated, all bombs produce a loud boom,\r\naudible out to one mile. Bombs are presented in\r\nalphabetical order.\r\n\r\n\r\n[b][u]Acid Bomb[\/u][\/b]\r\nBy mixing your bomb\u2019s explosive contents with a few\r\ndrops of ardenflotic acid, a highly corrosive chemical,\r\nyou can change it into an acid bomb. An acid bomb\r\ndeals acid damage instead of fire damage and has d4\r\ndamage dice. Additionally, the target, as well as each\r\ncreature within the blast radius that fails its saving\r\nthrow, takes the same amount of damage again at the\r\nend of its next turn.\r\n\r\n\r\n[b][u]Bramble Bomb[\/u][\/b]\r\nBy adding a potent fertilizer to your bomb\u2019s explosive\r\ncontents, you can change it into a bramble bomb. A\r\nbramble bomb deals no damage, and instead causes\r\ntough, thorny brambles to sprout from any area of\r\nnatural ground within the bomb\u2019s blast radius, which\r\nbecomes difficult terrain. Additionally, if a creature\r\nin the blast radius is prone when the bomb detonates,\r\nit is enveloped by the brambles and must make a\r\nStrength (Athletics) check opposed by your bomb save\r\nDC in order to move or stand. The brambles shrivel\r\nand die after 1 minute.\r\n\r\n\r\n[b][u]Cryo Bomb[\/u][\/b]\r\nBy replacing your bomb\u2019s explosive contents with\r\na piece of ice nine, you can change it into a cryo\r\nbomb. A cryo bomb deals cold damage instead of\r\nfire damage, has d8 damage dice, and requires a\r\nConstitution saving throw instead of a Dexterity save.\r\nAdditionally, the target, as well as each creature within\r\nthe blast radius that fails its saving throw, has its speed\r\ndecreased by 10 feet until the end of its next turn.\r\n\r\n\r\n[b][u]Holy Bomb[\/u][\/b]\r\nBy adding a few drops of holy water to your bomb\u2019s\r\nexplosive contents, you can change it into a holy\r\nbomb. A holy bomb deals radiant damage instead of\r\nfire damage and has d8 damage dice, unless the target\r\nis a celestial, fiend, or undead. The bomb\u2019s damage\r\ndice are d6s against celestials and d12s against fiends\r\nand undead.\r\n\r\n\r\n[b][u]Impact Bomb[\/u][\/b]\r\nBy replacing your bomb\u2019s explosive contents with a\r\nmore reactive one, you can change it into an impact\r\nbomb. An impact bomb deals force damage instead of\r\nfire damage and has d8 damage dice. Additionally, the\r\ntarget, as well as each creature within the blast radius\r\nthat fails its saving throw, is pushed 5 feet away from\r\nthe center of the blast.\r\n\r\n\r\n[b][u]Incendiary Bomb[\/u][\/b]\r\nBy adding a thickening agent to your bomb\u2019s explosive\r\ncontents, you can change it into an incendiary\r\nbomb. An incendiary bomb has d6 damage dice.\r\nAdditionally, the area of the blast radius is engulfed in\r\nflames which persist until the beginning of your next\r\nturn. Flammable objects in this area that aren\u2019t being\r\nworn or carried ignite. Any creature that ends its turn\r\nin this area takes half the bomb\u2019s damage.\r\n\r\n\r\n[b][u]Laughing Gas Bomb[\/u][\/b]\r\nBy mixing your bomb\u2019s explosive contents with a\r\ndrop of jesterate, a highly euphoric chemical, you can\r\nchange it into a laughing gas bomb. A laughing gas\r\nbomb deals poison damage instead of fire damage,\r\nhas d6 damage dice, and requires a Constitution\r\nsaving throw instead of a Dexterity save. Additionally,\r\nthe target, as well as each creature within the blast\r\nradius that fails its saving throw, falls prone in a fit of\r\nlaughter. Once a creature is targeted by this bomb or\r\nsucceeds on a saving throw against it, it does not fall\r\nprone on subsequently failed saving throws.\r\n\r\n\r\n[b][u]Lightning Bomb[\/u][\/b]\r\nBy replacing your bomb\u2019s explosive contents with a\r\ncharged arcane capacitor, you can change it into a\r\nlightning bomb. A lightning bomb deals lightning\r\ndamage instead of fire damage and has d8 damage\r\ndice. Additionally, the target, as well as each creature\r\nwithin the blast radius that fails its saving throw, can\u2019t\r\ntake reactions until the end of its next turn.\r\n\r\n\r\n[b][u]Nonlethal Bomb[\/u][\/b]\r\nBy replacing your bomb\u2019s explosive contents with\r\na pouch of rubber pellets, you can change it into a\r\nnonlethal bomb. A nonlethal bomb deals bludgeoning\r\ndamage instead of fire damage and has d8 damage\r\ndice. If damage from this bomb drops a creature\r\nto 0 hit points, it knocks the creature out, rather\r\nthan dealing a killing blow, rendering the creature\r\nunconscious and stable. Additionally, this bomb\u2019s\r\nrubber projectiles bounce around corners, ignoring\r\nhalf and three-quarters cover for targets within the\r\nblast radius.\r\n\r\n\r\n[b][u]Oil Bomb[\/u][\/b]\r\nBy mixing your bomb\u2019s explosive contents with a few\r\ndrops of a super-surfactant, you can change it into\r\nan oil bomb. An oil bomb does not deal damage, but\r\ncoats each creature within the blast radius in a sticky,\r\nflammable oil. The next time a creature coated in oil\r\ntakes fire damage, it takes an additional d6 damage\r\nfor each die of fire damage rolled, up to a maximum\r\nof half your alchemist level, rounded up. Oil can be\r\nremoved by dousing a creature with a gallon of water.\r\n\r\n\r\n[b][u]Prismatic Bomb[\/u][\/b]\r\nBy adding an ounce of polyjuice, an unpredictable,\r\nmulticolored chemical, to your bomb\u2019s explosive\r\ncontents, you can change it into a prismatic bomb. A\r\nprismatic bomb deals damage randomly-determined\r\ninstead of fire damage, has d8 damage dice, and\r\nrequires a randomly-determined type of saving throw.\r\nRoll on each of the following tables.\r\n[table]\r\n[tr]\r\n[th]d6[\/th]\r\n[th]Damagr[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Acid[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Cold[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Lightning[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Poison[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]Radient[\/td]\r\n[\/tr]\r\n[\/table]\r\n[table]\r\n[tr]\r\n[th]d6[\/th]\r\n[th]Saving Throw[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1-2[\/td]\r\n[td]Dex[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3-4[\/td]\r\n[td]Con[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5-6[\/td]\r\n[td]Wis[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b][u]Psionic Bomb[\/u][\/b]\r\nBy mixing your bomb\u2019s explosive contents with dust\r\nfrom a psionic crystal, you can change it into a psionic\r\nbomb. A psionic bomb deals psychic damage instead\r\nof fire damage, has d6 damage dice, and requires a\r\nWisdom saving throw instead of a Dexterity save.\r\nAdditionally, the target, as well as each creature\r\nwithin the blast radius that fails its saving throw,\r\nmakes ability checks to concentrate on spells with\r\ndisadvantage until the end of its next turn.\r\n\r\n\r\n[b][u]Quiet Bomb[\/u][\/b]\r\nBy replacing your bomb\u2019s explosive contents with a\r\nwad of thermal cotton, you can change it into a quiet\r\nbomb. A quiet bomb has d8 damage dice. When this\r\nbomb detonates, it makes only a low thud, audible out\r\nto 10 feet, and releases a puff of smoke to mask the\r\nlight given off by its blast. Creatures have disadvantage\r\non ability checks to detect that this bomb was\r\ndetonated nearby.\r\n\r\n\r\n[b][u]Seeking Bomb[\/u][\/b]\r\nBy replacing your bomb\u2019s explosive contents with a\r\npowerful lodestone, you can change it into a seeking\r\nbomb. A seeking bomb has d6 damage dice. You don\u2019t\r\nsuffer disadvantage from making a ranged attack using\r\nthis bomb while you are within 5 feet of a hostile\r\ncreature.\r\n\r\n\r\n[b][u]Smoke Bomb[\/u][\/b]\r\nBy removing your bomb\u2019s explosive contents entirely,\r\nyou can change it into a smoke bomb. A smoke bomb\r\ndeals no damage but fills a 10-foot radius sphere with\r\nsmoke. This fog spreads around corners and its area\r\nis heavily obscured. It lasts for a number of rounds\r\nequal to your Intelligence modifier or until a wind of\r\nmoderate or greater speed (at least 10 miles per hour)\r\ndisperses it. Once you throw one of these bombs, you\r\ncan\u2019t throw another for 1 minute.\r\n\r\n\r\n[b][u]Sonic Bomb[\/u][\/b]\r\nBy mixing your bomb\u2019s explosive contents with a\r\nfew drops of air elemental essence, you can change\r\nit into a sonic bomb. A sonic bomb deals thunder\r\ndamage instead of fire damage, has d6 damage dice,\r\nand requires a Constitution saving throw instead of a\r\nDexterity save. Additionally, the target, as well as each\r\ncreature within the blast radius that fails its saving\r\nthrow, is deafened until the end of its next turn.\r\n\r\n\r\n[b][u]Stink Bomb[\/u][\/b]\r\nBy adding a single drop of skunkanide, a chemical\r\ntoo unholy to expound upon, you can change it into\r\na stink bomb. A stink bomb deals poison damage\r\ninstead of fire damage, has d8 damage dice, and\r\nrequires a Constitution saving throw instead of a\r\nDexterity save. Additionally, the target, as well as each\r\ncreature within the blast radius that fails its saving\r\nthrow, has disadvantage on ability checks it makes\r\nbefore the end of its next turn.\r\n\r\n\r\n[b][u]Teleportation Bomb[\/u][\/b]\r\nBy replacing your bomb\u2019s explosive contents with\r\na glowing etherite crystal, you can change it into a\r\nteleportation bomb. A teleportation bomb deals no\r\ndamage and instead opens a rift in space, instantly\r\nteleporting you to its point of detonation, if it\r\nexplodes within 30 feet of you.\r\n\r\n\r\n[b][u]Thermobaric Bomb[\/u][\/b]\r\nBy replacing your bomb\u2019s explosive contents\r\nwith a delayed explosive, you can change it into a\r\nthermobaric bomb. A thermobaric bomb deals has d6\r\ndamage dice and explodes in a 10-foot radius sphere.\r\n\r\n\r\n[b][u]Withering Bomb[\/u][\/b]\r\nBy mixing your bomb\u2019s explosive components with\r\na powerful desiccating agent, you can change it into\r\na withering bomb. A withering bomb deals necrotic\r\ndamage instead of fire damage, has d8 damage dice,\r\nand requires a Constitution saving throw instead of a\r\nDexterity save. Additionally, the target, as well as each\r\ncreature within the blast radius that fails its saving\r\nthrow, can\u2019t regain hit points until the end of its next\r\nturn.\r\n\r\n\r\n\r\n\r\n[b][h1]Discoveries[\/h1]\r\n[\/b]\r\nIf a discovery has prerequisites, you must meet them\r\nto learn it. You can learn the discovery at the same\r\ntime that you meet its prerequisites. You can only\r\nlearn a discovery once, unless otherwise specified.\r\n\r\n\r\n[b][u]Advanced Poisoner[\/u][\/b]\r\n[i]Prerequisites: 13th level, Venomsmith Field of Study[\/i]\r\nYour morbid research into the most vicious, exotic\r\npoisons has revealed how to synthesize the following\r\npoisons when you brew potions:\r\n[table]\r\n[tr]\r\n[th]Poison[\/th]\r\n[th]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Burnt Othur Fumes[\/td]\r\n[td]3 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Crawler Mucus[\/td]\r\n[td]3 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Drow Poison[\/td]\r\n[td]3 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Midnight Tears[\/td]\r\n[td]5 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pale Tincture[\/td]\r\n[td]4 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Wyvern Poison[\/td]\r\n[td]6 reagent dice[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b][u]Alchemy of Ascendancy[\/u][\/b]\r\n[i]Prerequisite: 17th level[\/i]\r\nA breakthrough in your alchemical studies has\r\nrevealed the formulation of several potent elixirs. You\r\ncan brew the following potions:\r\n[table]\r\n[tr]\r\n[th]Potion[\/th]\r\n[th]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Necromantic Draught[\/td]\r\n[td]4 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Oil of Etherealness[\/td]\r\n[td]4 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Speed[\/td]\r\n[td]4 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Stone Giant Strength[\/td]\r\n[td]4 reagent dice[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b][u]Alchemy of Influence[\/u][\/b]\r\n[i]Prerequisite: 13th level[\/i]\r\nYour alchemical research has revealed many of the\r\nbasic chemicals which govern emotions. You can brew\r\nthe following potions:\r\n[table]\r\n[tr]\r\n[th]Potion[\/th]\r\n[th]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Animal Friendship[\/td]\r\n[td]1 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Philter of Love[\/td]\r\n[td]2 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Clairvoyance[\/td]\r\n[td]3 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Mind Reading[\/td]\r\n[td]3 reagent die[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b][u]Alchemy of Transformation[\/u][\/b]\r\n[i]Prerequisite: 13th level[\/i]\r\nYou have mastered the alchemical secrets of shifting\r\nmatter, which allow you to brew the following\r\npotions:\r\n[table]\r\n[tr]\r\n[th]Potion[\/th]\r\n[th]cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Oil of Slipperiness[\/td]\r\n[td]2 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Sandstone Solution[\/td]\r\n[td]2 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Aqua Fortis[\/td]\r\n[td]3 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Chameleon Concoction[\/td]\r\n[td]3 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Gaseous Form[\/td]\r\n[td]3 reagent dice[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b][u]Arcane Study[\/u][\/b]\r\nYou learn three cantrips of your choice from the\r\nwizard spell list. Intelligence is your spellcasting\r\nability for your wizard spells.\r\n\r\n\r\n[b][u]Ballistics Research[\/u][\/b]\r\nYou learn two additional bomb formulae.\r\n\r\n\r\n[b][u]Battle Training[\/u][\/b]\r\nYou gain proficiency with martial weapons and\r\nshields.\r\n\r\n\r\n[b][u]Beguiling Haze[\/u][\/b]\r\n[i]Prerequisites: 13th level, Amorist Field of Study[\/i]\r\nWhen you charm a creature, you can choose to\r\nplace it in a dreamy state, from which it regards\r\neveryone it sees as close friends. While the creature\r\nis charmed, it is nonhostile and acts as though it is\r\ncharmed equally by each creature it sees. Once you\r\nuse this ability, you can\u2019t use it again until you finish a\r\nshort or long rest.\r\n\r\n\r\n[b][u]Buffered Metabolism[\/u][\/b]\r\n[i]Prerequisites: 13th level, Xenoalchemist Field of Study[\/i]\r\nAs a reaction when you take damage, you can expend\r\nany number of reagent dice up to your proficiency\r\nbonus to reduce the amount of damage taken by the\r\ntotal rolled on the dice.\r\n\r\n\r\n[b][u]Clotting Agent[\/u][\/b]\r\nYou have developed a serum that protects you from\r\nharm. Your hit point maximum increases by your\r\nalchemist level + your Constitution modifier, and\r\nincreases by 1 again whenever you gain a level in this\r\nclass.\r\n\r\n\r\n[b][u]Craft Homunculus[\/u][\/b]\r\nUsing a special alchemical process requiring 8 hours\r\nof work, which can be performed over the course\r\nof a long rest, you can create a homunculus. A\r\nhomunculus functions as a familiar summoned by the\r\nfind familiar spell, with several differences:\r\n\u2022 The telepathic link between you and your\r\nhomunculus functions at any distance, provided\r\nyou and your homunculus are on the same plane of\r\nexistence.\r\n\u2022 You cannot dismiss your homunculus as you would\r\na familiar.\r\n\u2022 Your homunculus is a construct and cannot assume\r\na different form.\r\n\u2022 Your homunculus can take the Attack action on its\r\nturn.\r\nWhen your homunculus dies, its body remains, and\r\ncan be reanimated in a procedure requiring 1 hour of\r\nwork, which can be performed over the course of a\r\nshort or long rest.\r\n\r\n\r\n[b][u]Demolition Spree[\/u][\/b]\r\n[i]Prerequisites: 13th level, Mad Bomber Field of Study[\/i]\r\nWhen you take the Use an Object action to prime and\r\nthrow a bomb, you can throw a number of bombs\r\nequal to the number of the bomb\u2019s damage dice,\r\ninstead of only one. Each bomb you throw deals 1d10\r\ndamage plus your Intelligence modifier and can\u2019t\r\ntarget the same creature or space. You must spend\r\nreagent dice separately on these bombs and can apply\r\na bomb formula to only one of them.\r\n\r\n\r\n[b][u]Explosive Missile[\/u][\/b]\r\nAs a bonus action on your turn, you can load one of\r\nyour bombs onto the head of a crossbow bolt or a bullet. Instead\r\nof its normal damage, this bolt deals damage as if you\r\nhad primed and thrown a bomb as an action, but does\r\nnot have a blast radius. Only one of your bombs can\r\nbe loaded onto a bolt at a time and you can\u2019t fire an\r\nexplosive bolt if you have already thrown a bomb on\r\nyour turn.\r\n\r\n\r\n[b][u]Fire Brand[\/u][\/b]\r\nYou can mix your bomb\u2019s contents together and\r\napply the fiery concoction to a melee weapon you are\r\nholding as a bonus action. Until the end of your turn,\r\nthis melee weapon deals an additional 1d6 fire damage\r\non a hit. This bonus damage increases by 1d6 at 5th\r\nlevel (2d6), 11th level (3d6), and 17th level (4d6).\r\n\r\n\r\n[b][u]Fire Eater[\/u][\/b]\r\nInstead of throwing a bomb, you can take the Use\r\nan Object action to drink a bomb\u2019s contents and spit\r\nthem out in a 15-foot cone. Each creature within\r\nthe cone must make a Dexterity saving throw or\r\ntake damage as if the bomb had been thrown. On a\r\nsuccessful save, a creature takes half as much damage.\r\nWhen you use this ability, you take 1d4 points of fire\r\ndamage each of your bomb\u2019s damage dice.\r\n\r\n\r\n[b][u]Fire in the Hole[\/u][\/b]\r\n[i]Prerequisite: 9th level[\/i]\r\nYou have tweaked your bomb\u2019s formula to increase its\r\nexplosive yield. Your bomb save DC increases by half\r\nyour proficiency bonus, rounded down.\r\n\r\n\r\n[b][u]Fortified Serum[\/u][\/b]\r\n[i]Prerequisites: 13th level, Apothecary Field of Study[\/i]\r\nWhenever a creature regains hit points by drinking\r\none of your potions, it gains resistance to bludgeoning,\r\npiercing, and slashing damage from nonmagical\r\nweapons until the end of its next turn.\r\n\r\n\r\n[b][u]Grenadier[\/u][\/b]\r\nWhen you take the Use an Object action to prime and\r\nthrow a bomb, you can use your bonus action to make\r\nan attack with a weapon that isn\u2019t two-handed.\r\n\r\n\r\n[b][u]Dynamo Charger[\/u][\/b]\r\n[i]Prerequisites: 13th level, Dynamo Engineer Field of Study[\/i]\r\nYou\u2019ve invented a device which rapidly recharges\r\nyour spell dynamos. Once per day when you finish\r\na short rest, you can regain 2 expended spell slots\r\nstored in dynamos. You can configure these dynamos\r\nimmediately.\r\n\r\n\r\n[b][u]Hemoreagent[\/u][\/b]\r\n[i]Prerequisite: 17th level[\/i]\r\nWhen you take the Use an Object action to throw a\r\nbomb, you can convert a measure of your own blood\r\ninto reagents. You can add five or fewer reagent dice\r\nto the bomb\u2019s damage roll, and you take 1d6 necrotic\r\ndamage for each reagent die added. This damage can\u2019t\r\nbe avoided or reduced.\r\n\r\n\r\n[b][u]Lazarus Bolt[\/u][\/b]\r\n[i]Prerequisite: 9th level[\/i]\r\nYou\u2019ve discovered a radical necromantic workaround:\r\nrestoring life with direct electricity to the heart. As an\r\naction, you can drive a bolt into the torso of a creature\r\nthat has died within the last minute and shock it back\r\nto life. That creature returns to life with 1 hit point.\r\nThis feature can\u2019t return to life a creature that lacks a\r\nheart, a creature that has died of old age, or a creature\r\nthat is missing vital organs.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n\r\n[b][u]Magnified Blast[\/u][\/b]\r\n[i]Prerequisite: 17th level[\/i]\r\nThanks to a new internal design for your bombs, you\r\nhave expanded their blast radius and magnitude.\r\nWhenever you add reagent dice to your bomb\u2019s\r\ndamage, you can also choose to expand the bomb\u2019s\r\nblast radius by a distance of up to 5 feet per two\r\nreagent dice spent.\r\n\r\n\r\n[b][u]Ooze Cowboy[\/u][\/b]\r\n[i]Prerequisites: 13th level, Ooze Rancher Field of Study[\/i]\r\nTired of waiting for your oozes to catch up with you,\r\nyou\u2019ve modified your formula to make extra fast\r\nslimes! All oozes you make have a movement speed of\r\n30 feet, if it were lower. Additionally, you can ride any\r\nooze you make of Medium size or larger as a mount.\r\nYou and your equipment suffer no ill effect from\r\ntouching your oozes directly. Lastly, your oozes add\r\nyour proficiency modifier to their damage rolls and\r\ninitiative rolls.\r\n\r\n\r\n[b][u]Poisoner[\/u][\/b]\r\nThanks to your research into poisonous compounds,\r\nyou\u2019ve learned how to concoct lethal toxins. You\r\ngain proficiency with the poisoner\u2019s kit. Additionally,\r\nyou can craft the following poisons when you brew\r\npotions, which use your bomb save DC instead of\r\ntheir normal save DC:\r\n[table]\r\n[tr]\r\n[th]Poison[\/th]\r\n[th]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2 \u00d7 Basic Poison[\/td]\r\n[td]1 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2 \u00d7 Antitoxin[\/td]\r\n[td]1 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Potion of Poison[\/td]\r\n[td]2 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Oil of Taggit[\/td]\r\n[td]2 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Truth Serum[\/td]\r\n[td]2 reagent dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Serpent Venom[\/td]\r\n[td]2 reagent dice[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b][u]Precision Explosives[\/u][\/b]\r\nYou have modified your bombs to have narrow gaps\r\nin their explosions, perfect for keeping some creatures\r\nsafe from the blast. You can choose one creature in\r\nthe blast radius of a bomb other than the target to\r\nautomatically succeed its saving throw against the\r\nbomb and take no damage from it.\r\n\r\n\r\n[b][u]Reactionary Gulp[\/u][\/b]\r\n[i]Prerequisite: 17th level[\/i]\r\nBy keeping your potions organized on a bandolier or\r\nin a series of pouches, you can quickly draw them in a\r\nmoment\u2019s notice. Immediately after you take damage\r\nfrom a creature you can see, you can use your reaction\r\nto drink a potion.\r\n\r\n\r\n[b][u]Recycled Potions[\/u][\/b]\r\n[i]Prerequisite: 9th level[\/i]\r\nWhen you brew potions, you can distill those you\r\nhave already brewed, recovering the reagents stored\r\nwithin. You can convert brewed potions into reagent\r\ndice and you can choose to expend those dice to create\r\nnew potions. You can\u2019t gain more than your maximum\r\nnumber of reagent dice using this ability.\r\n\r\n\r\n[b][u]Syringe[\/u][\/b]\r\nUsing a sophisticated hypodermic needle, you can\r\nmore quickly administer potions and poisons. As a\r\nbonus action, you can inject a potion into yourself or\r\na willing creature within 5 feet of you, granting the\r\nbenefits of the potion as if it were drank normally. You\r\ncan inject a potion into an unwilling creature with a\r\nsuccessful melee attack.\r\n\r\n\r\n[b][u]Tri-Mutation[\/u][\/b]\r\n[i]Prerequisites: 13th level, Mutagenist Field of Study[\/i]\r\nYou\u2019ve developed a powerful, but fleeting way of\r\nblending your mutagens together. When you inject\r\nyourself with a mutagen, you can choose to inject a\r\ntri-mutagen, which grants you the benefit of all your\r\nmutagens at once. This benefit lasts for 1 minute, or\r\nuntil you use your bonus action to inject yourself with\r\na different mutagen. Once you use this ability, you\r\ncan\u2019t use it again until you finish a long rest.\r\n\r\n\r\n[u][b]Habitual Brewer[\/b][\/u]\r\nPrerequisite: 13th level, Mixologist Field of Study\r\nYou can always spare a second to fix yourself a drink.\r\nWhen you take a short rest, you can brew one magical\r\ndrink without spending a reagent die.","subclass_options":"[b][h1]Fields of Study[\/h1]\r\n[\/b]\r\nAll alchemists learn the basics of their science:\r\nthe elements, chemical reactions, and alchemical\r\nformulae. Beyond that, alchemists pick up a specialty\r\nwhich they practice and research in depth. Some focus\r\non the healing arts, and some focus on destruction,\r\nwhere others focus on research or potion-brewing.\r\nFields of study are as varied as the alchemists which\r\nresearch them and have applications equally as\r\ndiverse.\r\n\r\n\r\n\r\n\r\n[b][h1]Amorist[\/h1]\r\n[\/b]\r\nThe study of mind-affecting alchemy is a delicate\r\none, practiced only by a small number of alchemists,\r\nknown as amorists. Often called \u201clove doctors\u201d by\r\ntheir clientele, amorists specialize in the brewing of\r\npotions that produce strong emotional responses in\r\ntheir drinkers. While love potions are by far their\r\nmost popular product, amorists can also craft pungent\r\npheromone bombs which can even soften the hearts of\r\nterrible monsters.\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you select this field of study at 2nd level, you\r\ngain proficiency in the Deception and Persuasion\r\nskills.\r\n\r\n\r\n[b]Pheromone Bomb[\/b]\r\nStarting at 2nd level, you can craft pheromone\r\nbombs. By replacing your bomb\u2019s explosive contents\r\nwith a potent pheromone, you can change it into a\r\npheromone bomb. A pheromone bomb requires a\r\nWisdom saving throw instead of a Dexterity save. The\r\nbomb deals no damage, and instead causes the target,\r\nas well as each creature within the blast radius that\r\nfails its saving throw, to be charmed by you until the\r\nend of its turn or it takes damage.\r\n\r\n\r\n[b]Magnetic Personality[\/b]\r\nStarting at 6th level, you can add your Intelligence\r\nmodifier to Charisma checks that you make.\r\n\r\n\r\n[b]Alchemical Perfume[\/b]\r\nBeginning at 10th level, you wear an aromatic mind-\r\naltering perfume which endears others to you. When\r\na hostile creature within 5 feet of you makes an attack\r\nroll against you, it must make a Wisdom saving throw\r\nagainst you bomb save DC or have disadvantage\r\non the attack roll. Once a creature succeeds on this\r\nsaving throw, it is immune to this effect for 24 hours.\r\nCreatures which are immune to being charmed\r\nautomatically succeed this save.\r\n\r\n\r\n[b]Alchemical Romance[\/b]\r\nStarting at 18th level, during a long rest, you can\r\nspend 4 reagent dice to make an extremely potent\r\npotion of true love. This potion acts much like a\r\nphilter of love, except that when you make the potion,\r\nyou choose the creature the target regards as its\r\ntrue love, provided the target knows the creature or\r\nmeets it within 24 hours of consuming the potion.\r\nAdditionally, this effect lasts indefinitely, ended only\r\nwhen you make a new potion of true love, or the effect\r\nis removed with a remove curse spell or similar\r\nmagic. When this potion\u2019s effects are ended on\r\na target, it regards the creature it once loved\r\nwith total disgust, and can never love that\r\ncreature again.\r\n\r\n\r\n\r\n\r\n[b][h1]Apothecary[\/h1]\r\n[\/b]\r\nMany practically-minded alchemists assume\r\nthe role of the apothecary, for adventuring parties\r\nalways needs a healer, and clerics might be in short\r\nsupply. During their downtime, such alchemists have\r\na marketable skill to depend upon for income and\r\ncan do an indisputable amount of good with their\r\nknowledge. Apothecaries are constantly at work\r\nstudying potions and herbology, preferring to\r\nlearn how to mend the body, rather than destroy\r\nit.\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you choose this field of study at 2nd level, you\r\ngain proficiency with the Medicine skill.\r\n\r\n\r\n[b]Formula: Painkiller Bomb[\/b]\r\nAt 2nd level, you can create painkiller bombs. By\r\nmixing your bomb\u2019s explosive contents with a slurry of\r\nanalgesic oil, you can change it into a painkiller bomb.\r\nA painkiller bomb deals no damage, and instead\r\ngrants each creature within its blast radius temporary\r\nhit points equal to 1d8 plus half your alchemist level,\r\nwhich last until the end of your next turn. This bomb\r\nhas no effect on constructs and undead.\r\n\r\n\r\n[b]Potion Toss[\/b]\r\nStarting at 6th level, you\u2019ve developed a chemical\r\nmechanism to deliver potions more effectively to\r\ndistant allies. You can use your action to hurl a potion\r\nat a willing creature within 20 feet of you. The target\r\ngains the benefit as if they had drank the potion\r\nnormally.\r\n\r\n\r\n[b]Self-Medication[\/b]\r\nBy 10th level, you\u2019ve tested out your own tolerances\r\nto painkillers such that you can take a small measure\r\nregularly without ill effect. Whenever you drink a\r\npotion that has the effect of restoring your hit points\r\n(even if you already have all of your hit points), you\r\ngain advantage on saving throws until the end of your\r\nnext turn.\r\n\r\nAlchemical Resurrection\r\nStarting at 18th level, your medicines are potent\r\nenough to rouse the dead. By using your action to mix\r\n500 gp worth of diamond dust into a potion of superior\r\nhealing or a potion of supreme healing, you create a\r\npotion of raise dead. Pouring this concoction on a\r\nhumanoid corpse that has been dead no longer than\r\n10 days as an action causes the effect of the raise dead\r\nspell.\r\n\r\n\r\n[b][h1]Dynamo Engineer[\/h1]\r\n[\/b]\r\nAs an early alchemical thesis states, if the fundamental\r\nenergy of magic could be captured within physical\r\nsubstance, there would be no need for magic-users.\r\nSome alchemists have founded their careers on\r\nthis notion, inventing and iterating upon small\r\ndevices known as spell dynamos, which can store\r\nand manipulate arcane energy. These dynamos can\r\nbe configured to store their energy at a specific\r\nresonance, such that, when it is released, it perfectly\r\nreplicates the effect of a spell. Indeed, these few\r\nalchemists have begun to brave the frontier of\r\nspellcasting without an ounce of arcane talent; just a\r\nknack for tinkering and endless inventiveness.\r\n\r\n\r\n[b]Spectrum Analyzer[\/b]\r\nStarting at 2nd level, you have invented a small device\r\nshaped like a monocle capable of rendering magical\r\nauras visible to the naked eye. You can cast the spell\r\ndetect magic once without using a spell slot or spell\r\ncomponents, and regain the ability to do so when you\r\nfinish a short or long rest.\r\n\r\n\r\n[b]Spellcasting[\/b]\r\nsee spell casting rules above\r\n\r\n\r\n[b]Formula: Arcano Bomb[\/b]\r\nStarting at 6th level, you can use craft arcano bombs.\r\nBy adding an unexpended dynamo to the bomb (and\r\nthus expending its spell slot), you can change it into\r\nan arcano bomb. An arcano bomb deals force damage\r\ninstead of fire damage, has d12 damage dice, and deals\r\nan additional die of damage, as if a reagent die were\r\nadded to it.\r\n\r\n\r\nCounter-Discharge\r\nBeginning at 10th level, when a creature you can\r\nsee casts a spell which affects you, you can use your\r\nreaction to expend a spell dynamo to release a wave\r\nof disruptive magical energy. If the spell requires\r\nyou to make a saving throw to resist its effects, you\r\nhave advantage on the saving throw. If the spell deals\r\ndamage, you have resistance against it. Once you use\r\nthis ability, you can\u2019t use it again until you finish a\r\nlong rest.\r\n\r\n\r\n[b]Arcane Recycler[\/b]\r\nBy 18th level, you can convert otherwise wasted\r\nmagical energy into a usable form. When you miss\r\nwith an arcano bomb, you can recycle the spell slot\r\nstored in the dynamo and transfer it to one of a\r\nnumber waiting empty dynamos on your person.\r\n\r\n\r\n\r\n[b][h1]Mad Bomber[\/h1]\r\n[\/b]\r\nWhile many \u201cmad bombers\u201d aren\u2019t actually mad, it\r\ntakes a special kind of crazy to devote one\u2019s life to\r\nstudying explosives. Most alchemists who specialize in\r\nthis field are incorrigible pyromaniacs who take great\r\npleasure in burning, blasting, and blowing things up.\r\nMad bombers are always working to improve their\r\nbombs\u2019 effectiveness.\r\n\r\n\r\n[b]Blasting Specialty[\/b]\r\nStarting when you choose this field of study at 2nd\r\nlevel, your bombs deal double damage to objects and\r\nstructures.\r\n\r\n\r\n[b]Formula: Shrapnel Bomb[\/b]\r\nAt 2nd level, you can create shrapnel bombs. By\r\naugmenting your bomb\u2019s explosive contents with\r\nmetal bearings, you can change it into a shrapnel\r\nbomb. A shrapnel bomb deals piercing damage instead\r\nof fire damage, has d8 damage dice, and explodes in a\r\n10-foot radius.\r\n\r\n\r\n[b]Timed Demolition[\/b]\r\nAt 6th level, you\u2019ve learned how to set bombs to\r\nexplode on a delay. When you take the Use an Object\r\naction to prime a bomb and throw it, you can set a\r\nduration for its detonation, which can be any number\r\nof rounds (any increment of 6 seconds) up to one\r\nminute. Following this duration, the bomb detonates\r\nat the end of your turn.\r\n\r\n\r\n[b]Blast Shield[\/b]\r\nStarting at 10th level, you have developed an\r\nelemental plating to protect you from hazardous\r\nenergies. You gain resistance to your choice of acid,\r\ncold, fire, or lightning damage and can change your\r\nselection whenever you finish a long rest.\r\n\r\n\r\n[b]Formula: Black Powder Bomb[\/b]\r\nBeginning at 18th level, you can craft the dreaded\r\nblack powder bombs. By replacing your bomb\u2019s\r\nexplosive contents with a charge of black powder,\r\nyou can change it into a black powder bomb. A black\r\npowder bomb has d12 damage dice.\r\n\r\n\r\n\r\n\r\n[b][h1]Mutagenist[\/h1]\r\n[\/b]\r\nThe study of alchemy is fundamentally the study of\r\ntransformation. All alchemists transmute mundane\r\nmaterials into magical substances: potions, elixirs,\r\nand bombs, yet some take it one step further. You\r\nhave discovered the secrets of the mutagen, the\r\nvery keystone of transmutation, which allows you\r\nto transform your very body, gaining supernatural\r\nstrength or speed, sprouting additional limbs or claws,\r\nor thickening your skin into a stony aegis.\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nAt 2nd level, you gain proficiency in your choice of\r\nthe Acrobatics or Athletics skill, as well as in the use\r\nof shields.\r\n\r\n\r\n[b]Mutagen[\/b]\r\nBeginning at 2nd level, you can use your bonus action\r\nto inject yourself with a powerful transmutative\r\npotion known as a mutagen. You gain one of the\r\nfollowing benefits of your choice for 1 minute, or until\r\nyou use your bonus action to inject yourself with a\r\ndifferent mutagen:\r\n\r\n[i]Strength. [\/i]Your Strength score increases by 3, to a\r\nmaximum of 20.\r\nAdditionally, you sprout claws, fangs, spines, horns,\r\nor a different natural weapon of your choice. You can\r\nuse this natural weapon to make unarmed strikes. On\r\na hit, you deal damage equal to 1d4 + your Strength\r\nmodifier, instead of the bludgeoning damage normal\r\nfor an unarmed strike. The damage of this attack is\r\nbludgeoning, piercing, or slashing, as appropriate for\r\nthe natural weapon.\r\n\r\n[i]Dexterity.[\/i] Your Dexterity score increases by 3, to a\r\nmaximum of 20. Additionally, your movement speed\r\nincreases by 5 feet.\r\n\r\n[i]Constitution[\/i]. Your Constitution score increases\r\nby 3, to a maximum of 20. When you gain this\r\nincrease, your current and maximum hit points\r\nincrease accordingly with your new Constitution\r\nscore, but when this effect ends, both your current and\r\nmaximum hit points decrease by the same amount.\r\n\r\n\r\n[b]Shared Mutagen[\/b]\r\nAt 6th level, you\u2019ve created a mutagen formulation\r\ngeneric enough to safely be injected into others. You\r\ncan use your action and spend a reagent die to inject\r\na willing creature within 5 feet of you with a mutagen\r\nof your choice. A creature can only be under the effect\r\nof one mutagen at a time. Once you have injected\r\nanother creature with a mutagen, you can\u2019t do so again\r\nuntil the original mutagen ends.\r\n\r\n\r\n[b]Advanced Mutation[\/b]\r\nStarting at 10th level, whenever you inject yourself\r\nwith a mutagen, you can choose one of the following\r\nadditional mutations:\r\n\r\n[i]Hyperelastic[\/i]. Your flesh takes on a rubbery\r\nquality, allowing you to bend and stretch with ease.\r\nYour melee weapon attacks gain the Reach property,\r\nif they did not already have them. Additionally, you\r\nhave advantage on ability checks you make to escape\r\ngrapple or slip binds.\r\n\r\n[i]Mucilaginous[\/i]. Your skin secretes a thick,\r\nextremely sticky substance which helps you adhere to\r\nobjects. You can move up, down, and across vertical\r\nsurfaces and upside down along ceilings, while leaving\r\nyour hands free. You also have a climbing speed equal\r\nto your walking speed.\r\nAdditionally, creatures have disadvantage on ability\r\nchecks made to escape grapple with you.\r\n\r\n[i]Polybrachia.[\/i] You grow a pair of additional arms.\r\nThese arms are fully functional and can be used to\r\nhold weapons and shields (allowing you to hold 2 two-\r\nhanded weapons, or 4 one-handed weapons), perform\r\nsomatic components of spells, and perform other\r\nactions, though the arms themselves don\u2019t grant you\r\nany additional actions.\r\n\r\n\r\n[b]Mutated Blood[\/b]\r\nBy 18th level, your mutagens have permanently\r\naltered your biology. Choose Strength, Dexterity, or\r\nConstitution. This ability score increases by 2 and\r\nits maximum becomes 22. Once you have chosen an\r\nability score, this selection can\u2019t be altered.\r\n\r\n\r\n[b][h1]Ooze Rancher[\/h1]\r\n[\/b]\r\nUnsurprisingly, oozes, jellies, and slimes are a\r\nfascinating subject of subject for alchemists who wish\r\nto piece together how inanimate chemicals can form\r\ntogether and rise up in a moving, hungry mass. The\r\nanswer to this question may very well be at the heart\r\nof alchemy itself. Alchemists who choose to research\r\nslimes in depth are called ooze ranchers, for they\r\nbreed and keep numerous slimes to experiment upon.\r\n\r\n\r\n[b]Ooze Empathy[\/b]\r\nStarting when you choose this field of study at 2nd\r\nlevel, you\u2019ve developed a pheromone mix which\r\nengenders all kinds of slime to you. Whenever an ooze\r\ntries to attack you, it must make a Wisdom saving\r\nthrow against your bomb save DC. On a failed save,\r\nits attack misses. On a successful save, the ooze is\r\nimmune to this feature for the next 24 hours.\r\n\r\n\r\n[b]Formula: Slime Bomb[\/b]\r\nAt 2nd level, you can create slime bombs. By mixing\r\nyour bomb\u2019s explosive contents with the remnants of\r\nan ooze, you can change it into a slime bomb. A slime\r\nbomb deals no damage, but coats each creature within\r\nthe blast radius in a viscous, green slime. No creature\r\ncoated in slime can take the Dash action or the\r\nDisengage action. Slime can be removed by dousing a\r\ncreature with a gallon of water or by taking an action\r\nto remove most of it.\r\n\r\n\r\n[b]Bottled Oozes[\/b]\r\nStarting at 6th level, you\u2019ve learned a clever alchemical\r\ntrick for condensing oozes into denser states and\r\nstoring them in stasis for later use. Whenever you\r\nbrew potions, you can spend 2 reagent dice to create\r\nan ooze bottle, detailed in Potion.\r\n\r\n\r\n[b]Liquid Anatomy[\/b]\r\nBy 10th level, your experiments with ooze alchemy\r\nhas resulted in injecting yourself with a measure of\r\nozoplasm, a fundamental substance which composes\r\noozes and slimes. As a result, you can move through\r\nany space as narrow as 1 inch wide without squeezing\r\n(though your equipment does not similarly compress).\r\nMoreover, you take no additional damage from critical\r\nhits.\r\n\r\n\r\n[b]Ooze Jug[\/b]\r\nBeginning at 18th level, you\u2019ve solved the major\r\nproblem preventing large oozes from being bottled:\r\nyou just needed a much larger bottle. You have one\r\nooze jug, which functions like an ooze bottle, but\r\ncontains a larger ooze. You can only have one ooze jug\r\nat a time and it can only contain one ooze at a time.\r\nYou can fill it with the following oozes when you brew\r\npotions:\r\n\r\n[table]\r\n[tr]\r\n[th][\/th]\r\n[\/tr]\r\n[\/table]\r\n[table]\r\n[tr]\r\n[th]Ooze[\/th]\r\n[th]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Ochre Jelly[\/td]\r\n[td]4 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Gelatinous Cube[\/td]\r\n[td]8 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Black Pudding[\/td]\r\n[td]10 reagent die[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b][h1]Venomsmith[\/h1]\r\n[\/b]\r\nFor every alchemist that has devoted his or her life\r\nto healing the sick and infirm, there is another with\r\na darker calling. Commonly called poisoners or\r\nvenomsmiths, these alchemists are masters in the art\r\nof crafting deadly and debilitating poisons. Whether\r\nemployed by an assassin\u2019s guild or performing\r\nassassinations themselves, a venomsmith\u2019s presence is\r\nusually accompanied by untimely death.\r\n\r\n\r\n[b]Poisoner[\/b]\r\nBeginning when you choose this field of study at 2nd\r\nlevel, you gain the Poisoner discovery. Until you reach\r\n3rd level, you have 2 reagent dice which can spend\r\nonly on crafting poisons using this discovery. You can\u2019t\r\nlater replace this discovery with a different one when\r\nyou gain a level in this class.\r\nAdditionally, when you deal poison damage to a\r\ncreature, you ignore resistance to poison damage and\r\nyou treat immunity to poison damage as resistance\r\ninstead, dealing half damage.\r\n\r\n\r\n[b]Formula: Venom Bomb[\/b]\r\nAt 2nd level, you can create venom bombs. By mixing\r\na few drops of a fast-acting toxin into your bomb\u2019s\r\nexplosive components, you can change it into a venom\r\nbomb. A venom bomb deals poison damage instead\r\nof fire damage, has d8 damage dice, and requires\r\na Constitution saving throw instead of a Dexterity\r\nsave. Additionally, the target, as well as each creature\r\nwithin the blast radius that fails its saving throw,\r\nhave disadvantage on the next Strength, Dexterity, or\r\nConstitution saving throw it makes before the end of\r\nits next turn.\r\n\r\n\r\n[b]Alchemical Assassin[\/b]\r\nBeginning at 6th level, you are adept at applying\r\npoisons without being seen. You have advantage on\r\nDexterity (Sleight of Hand) checks you make to add\r\ningested poisoned to food or drink, to apply poison\r\nto a weapon you are holding without being seen, or to\r\nplace a vial of poison on another person without them\r\nnoticing.\r\n\r\n\r\n[b]Mithridatism[\/b]\r\nBy 10th level, by administering yourself small doses\r\nof various poisons and toxins, you have developed\r\nimmunity to their ravages. You have immunity to\r\npoison damage and to being poisoned.\r\n\r\n\r\n[b]Toxic Recompense[\/b]\r\nStarting the 18th level, whenever a creature within\r\n5 feet of you hits you with a melee attack, you can\r\nuse your reaction to unleash a spray of poisonous\r\nvapor. The attacker must make a Constitution saving\r\nthrow against your bomb save DC or be poisoned for\r\n1 minute. While poisoned, the creature takes 1d10\r\npoison damage at the start of each of its turns. A\r\npoisoned creature can repeat the saving throw at the\r\nend of each of its turns, ending the effect on itself on a\r\nsuccess.\r\n\r\n\r\n\r\n\r\n[b][h1]Xenoalchemist[\/h1]\r\n[\/b]\r\nA small number of renegade alchemists elect to\r\nexperiment on themselves, modifying their anatomy\r\nor even outright attaching new body parts. These\r\nexperiments are often considered unethical and\r\ndangerous, even by other alchemists, and those that\r\npractice them are branded xenoalchemists for their\r\nefforts. As xenolchemists progress in their studies,\r\nthey invariably stumble upon the dangerous practice\r\nof alchemical necromancy, which allows them to\r\nimbue unlife upon amalgamations of body parts.\r\n\r\n\r\n[b]Xenobiology[\/b]\r\nStarting when you choose this field of study at 2nd\r\nlevel, you have advantage on all ability checks you\r\nmake to identify or research monsters.\r\n\r\n\r\nMad Scientist\r\nBy 2nd level, you\u2019ve learned the finer points of\r\nreanimating dead appendages and stitching them to\r\nthings. You gain two monstrous grafts of your choice.\r\nAdditionally, you don\u2019t lose hit points or hit dice from\r\ninstalling or removing grafts, and it takes you no time\r\nto recover after the attachment of a new graft. See\r\nMonstrous Grafts below\r\n\r\n\r\n[b]Surgical Attack[\/b]\r\nBeginning at 6th level, whenever you take the Attack\r\nor Use an Object action on your turn, you can make\r\nan unarmed strike. You can only use this ability if your\r\nunarmed strike is improved by a graft, such as Bestial\r\nFeatures.\r\n\r\n\r\n[b]Necromantic Organs[\/b]\r\nBy 10th level, you\u2019ve learned how tinge your own\r\nbiology with necromancy through reanimated organs\r\nthat will persist after your death. If you drop to 0 hit\r\npoints and don\u2019t die outright, you drop to 1 hit point\r\ninstead.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n\r\nIt \u0301s Alive!\r\nBeginning at 18th level, your research into the field\r\nof alchemical necromancy has culminated in an\r\nalchemical golem stitched together from discarded\r\nbody parts. You can create an alchemy golem in an\r\n8-hour long procedure, which can be conducted over\r\nthe course of a long rest. To complete this process, you\r\nmust have a healer\u2019s kit, alchemist\u2019s supplies, and a\r\nknife (or a facility with access to such tools), as well as\r\nat least three recently deceased humanoid corpses.\r\nYour alchemy golem acts independently on its own\r\nturn, but always obeys your commands. On each of\r\nyour turns, you can use a bonus action to mentally\r\ncommand your golem if it is within 60 feet of you.\r\nYou decide what action the golem will take and where\r\nit will move during its next turn, or you can issue\r\na general command, such as to guard a particular\r\nchamber or corridor. If you issue no commands, the\r\ngolem only defends itself against hostile creatures.\r\nOnce given an order, the golem continues to follow it\r\nuntil its task is complete.\r\nWhen the alchemy golem drops to 0 hit points, it\r\ndies. You can restore your alchemy golem\u2019s hit points\r\nand reanimate it over the course of a short or long\r\nrest.\r\nYou can attach up to three grafts to your alchemy\r\ngolem. You can only have one alchemy golem at a\r\ntime.\r\n\r\n\r\n[h2][i]Grafts[\/i][\/h2]\r\nAdopting the fearsome claws of a monstrosity or\r\nthe scorching breath of a dragon is an unusual, but\r\nsurefire way to gain an advantage over one\u2019s foes.\r\nHowever, many find Xenoalchemy, or Graftworking,\r\nthe practice of surgically attaching monstrous parts\r\nonto a humanoid body, distasteful, if not outright\r\nrevolting. This fringe branch of alchemy, obsessed\r\nwith the limbs and organs of monsters, can replace\r\nthe limbs of amputees, grant adventurers the uncanny\r\nability to see in the dark, and empower them with\r\nunconventional weapons and senses.\r\n\r\n[u][b]Harvesting a Graft[\/b][\/u]. Grafts are harvested from\r\nthe fresh corpses of monsters, slain within the last 48\r\nhours or preserved by gentle repose or a similar spell.\r\nHarvesting a graft from a corpse takes 10 minutes.\r\nOnly one graft can be harvested from each corpse. If\r\nthe graft is too large or too small, it is alchemically\r\nenlarged or reduced to fit. You cannot harvest grafts\r\nfrom Tiny or smaller creatures, or from Gargantuan or\r\nlarger creatures.\r\nDifferent types of monstrous grafts can only be\r\nharvested from monsters with specific properties, as\r\nspecified in the graft\u2019s Donor section.\r\n\r\n[b][u]Attaching a Graft.[\/u][\/b] Attaching a graft for the first\r\ntime always requires a laborious surgical procedure,\r\nnormally removing an original body part. This\r\nprocedure takes one hour and requires a healer\u2019s kit,\r\nalchemical supplies, and a knife (or a facility with\r\naccess to such tools), as well as someone to perform\r\nthe operation. A monstrous graft is permanent until\r\nanother graft is provided to replace it.\r\nYou can only have one component in each of your\r\nbody slots.\r\nThis surgery is intensive and necessitates recovery\r\ntime. When you finish installing a monstrous graft\r\ninto your body, you lose half your hit points and all of\r\nyour hit dice. For 24 hours after installation, you can\u2019t\r\nuse the graft\u2019s abilities, as you adjust to its presence.\r\nReplacing a graft or adding a new graft in its body\r\nslot takes only 30 minutes. You still lose half your hit\r\npoints when replacing a graft, but you don\u2019t lose hit\r\ndice.\r\n\r\n[b][u]Body Slots.[\/u][\/b] Each graft takes up one of the\r\nfollowing slots: Arms, External, Head, Internal, or\r\nLegs. You cannot have more than one graft in the same\r\nslot. For instance, if you already have an arm graft,\r\nyou must remove it before you can attach a different\r\narm graft.\r\n\r\n[b][u]Cost.[\/u][\/b] Not all grafts can be easily obtained, but\r\nwhen grafts can be purchased, suggested prices\r\nare shown on the Graft Cost table below. Most of\r\nthese can be acquired at even cheaper rates, if one is\r\nwilling to track down a disreputable establishment\r\nspecializing in dealing grafts and accept the risks\r\ninherent to an unsanitary operation.\r\n[table]\r\n[tr]\r\n[th]Graft[\/th]\r\n[th]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Amphibious Adaption[\/td]\r\n[td]$80,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Arcane Synapses[\/td]\r\n[td]$65,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Beast\u2019s Hide[\/td]\r\n[td]$25,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Bestial Weapons[\/td]\r\n[td]$20,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Charging Hooves[\/td]\r\n[td]$35,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Climbing Apparatus[\/td]\r\n[td]$80,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Darkvision[\/td]\r\n[td]$45,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Draconis Fundamentum[\/td]\r\n[td]$75,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Dragon\u2019s Hide[\/td]\r\n[td]$225,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Energetic Suture[\/td]\r\n[td]$150,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Heart of Steel[\/td]\r\n[td]$250,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Horns[\/td]\r\n[td]$35,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Fiend\u2019s Hide[\/td]\r\n[td]$150,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Flexible Form[\/td]\r\n[td]$75,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Indiscernible Anatomy[\/td]\r\n[td]$80,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Leaping Legs[\/td]\r\n[td]$50,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Olfactory Implants[\/td]\r\n[td]$20,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Oversized Arms[\/td]\r\n[td]$150,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Prehensile Tail[\/td]\r\n[td]$50,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Regenerating Marrow[\/td]\r\n[td]$50,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Replacement[\/td]\r\n[td]$40,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Stench[\/td]\r\n[td]$50,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Tentacles[\/td]\r\n[td]$40,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Venom Sac[\/td]\r\n[td]$75,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Voice Box[\/td]\r\n[td]$20,000[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Webspinner Apparatus[\/td]\r\n[td]$75,000[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b][u]Amphibious Adaptation[\/u][\/b]\r\n\r\n[i]Donor[\/i]: Any creature with the Amphibious trait\r\n\r\n[i]Slot[\/i]: Head\r\n\r\nYou have grafted the gills of an aquatic creature to\r\nyour neck, allowing you to breathe both air and water.\r\nAdditionally, you attach minimal fins and gain a swim\r\nspeed equal to your movement speed.\r\n\r\n\r\n[b][u]Arcane Synapses[\/u][\/b]\r\n\r\n[i]Donor:[\/i] Any creature with the Innate Spellcasting\r\nfeature\r\n\r\n[i]Slot: [\/i]Head\r\n\r\nYou have stolen a bit of arcane potential from a\r\ncreature by inserting some of its nerves into your\r\nbrain. You learn one cantrip of your choice from the\r\nwizard spell list. Intelligence is your casting ability for\r\nthis cantrip.\r\nBy harvesting a second creature, you can improve\r\nthis graft and learn an additional wizard cantrip.\r\n\r\n\r\n[u][b]Bestial Weapons[\/b][\/u]\r\n\r\n[i]Donor: Beast, Dragon, Monstrosity with Bite or Claw[\/i]\r\n[i]attack[\/i]\r\n\r\n[i]Slot: Arms or Head[\/i]\r\n\r\nYou have surgically implanted the teeth or claws from\r\na monster into yourself, granting yourself a host of\r\nferocious weapons. By harvesting a second creature,\r\nyou can improve this graft to gain both the claws and\r\nteeth.\r\nYou can use your claws and teeth to make unarmed\r\nstrikes, and can use Dexterity instead of Strength for\r\ntheir attack and damage rolls. If you hit with your\r\nclaws or teeth, you deal damage equal to 1d4 + your\r\nStrength or Dexterity modifier (your choice), instead\r\nof the bludgeoning damage normal for an unarmed\r\nstrike.\r\nYour claws deal slashing damage and take up the\r\nArms slot, whereas your teeth deal piercing damage\r\nand take up the Head slot.\r\n\r\n[i][b]Charging Hooves[\/b][\/i]\r\n\r\n[i]Donor: Any creature with a Charge trait or a Gore or[\/i]\r\n[i]Hooves attack[\/i]\r\n\r\n[i]Slot: Legs[\/i]\r\n\r\nYou have replaced your legs with those of a creature\r\nknown for running down their foes. Once on each of\r\nyour turns, when you move at least 15 feet in a straight\r\nline, you can move up to 10 additional feet in that\r\ndirection without spending additional movement.\r\n\r\n\r\n[u][b]Climbing Apparatus[\/b][\/u]\r\n\r\n[i]Donor: Beast, Humanoid, or Monstrosity with a[\/i]\r\n[i]climb speed[\/i]\r\n\r\n[i]Slot: Legs[\/i]\r\n\r\nYou have replaced or complemented your limbs with\r\nthose of a climbing creature. You gain a climb speed\r\nequal to your movement speed.\r\n\r\n\r\n[u][b]Darkvision[\/b][\/u]\r\n\r\n[i]Donor: Any creature with darkvision[\/i]\r\n\r\n[i]Slot: Head[\/i]\r\n\r\nYou have replaced your own eyes with those of a\r\nmonster with keen vision. You gain darkvision, the\r\nability to see in dim light within 60 feet of you as if\r\nit were bright light, and in darkness as if it were dim\r\nlight. You can\u2019t discern color in darkness, only shades\r\nof gray.\r\n\r\n\r\n[u][b]Draconis Fundamentum[\/b][\/u]\r\n\r\n[i]Donor: Humanoid, Dragon, or Monstrosity with a[\/i]\r\n[i]Breath weapon[\/i]\r\n\r\n[i]Slot: Internal[\/i]\r\n\r\nYou have installed the mighty source of breath\r\nweapons into yourself, and as an action on your turn,\r\nyou can exhale a wave of energy. Each creature in a\r\n15-foot cone must make a Dexterity saving throw\r\n(DC equals 8 + your Constitution modifier + your\r\nproficiency bonus). On a failed save, the creature takes\r\n1d6 damage for each point of your proficiency bonus,\r\nor half as much on a successful one. The breath\u2019s\r\ndamage is the same type as the donor\u2019s breath weapon.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n\r\n[u][b]Dragon\u2019s Hide[\/b][\/u]\r\n\r\n[i]Donor: Dragon of Large size or larger[\/i]\r\n\r\n[i]Slot: External[\/i]\r\n\r\nYou\u2019ve transplanted the scaly, diamondlike hide of\r\na dragon onto your body. Your Armor Class equals\r\n17. You also gain resistance to one of the following\r\ndamage types to which the donor dragon was\r\nimmune: acid, cold, fire, lightning, or poison damage.\r\nYou can only install this graft if you are proficient with\r\nheavy armor.\r\n\r\n\r\n[u][b]Energetic Suture[\/b][\/u]\r\n\r\n[i]Donor: Celestial, Dragon, Elemental, or Fiend with[\/i]\r\n[i]resistance to fire, cold, lightning, or poison damage[\/i]\r\n\r\n[i]Slot: External[\/i]\r\n\r\nYou have managed to capture the essence of\r\nextraplanar resistance to magic. You gain resistance\r\nto one of the following damage types to which the\r\ndonor was immune or resistant: fire, cold, lightning,\r\nor poison damage.\r\n\r\n[u][b]Heart of Steel[\/b][\/u]\r\n\r\n[i]Donor: Any construct[\/i]\r\n\r\n[i]Slot: Internal[\/i]\r\n\r\nYou have replaced your heart with the core from a\r\nconstruct. As a result, you can ignore the effects of\r\n1 level of exhaustion, and you only need to rest for\r\n4 hours to gain the same benefit that a human does\r\nfrom 8 hours of sleep.\r\n\r\n\r\n[u][b]Horns[\/b][\/u]\r\n\r\n[i]Donor: Any creature with a Gore, Horns, Ram, or[\/i]\r\n[i]Tusk attack[\/i]\r\n\r\n[i]Slot: Head[\/i]\r\n\r\nYou attach a study pair or horns or tusks onto your\r\nbody. You can use your horns to make unarmed\r\nstrikes, which deal damage equal to 1d4 + your\r\nStrength modifier, instead of the damage normal for\r\nan unarmed strike. Your horns deal the same type of\r\ndamage as the donor (usually bludgeoning or piercing\r\ndamage). Additionally, if you move in a straight line\r\nfor 10 feet immediately before hitting a creature with\r\nyour horns, that creature must make an opposed\r\nStrength check or be knocked prone.\r\n\r\n\r\n[u][b]Fiend\u2019s Hide[\/b][\/u]\r\n\r\n[i]Donor: Fiend of Medium size or larger[\/i]\r\n\r\n[i]Slot: External[\/i]\r\n\r\nYou have transplanted the supernaturally tough hide\r\nof a fiend onto your body. Your Armor Class equals 15\r\n+ your Dexterity modifier (maximum 2).\r\n\r\n\r\n[u][b]Flexible Form[\/b][\/u]\r\n[i]Donor: Any creature with the shapechanger subtype[\/i]\r\n[i]Slot: Internal[\/i]\r\nYou have alchemically transfused the blood of a\r\nshapechanger into yourself. You can change your\r\nform as per the spell alter self (to use only the\r\nChange Appearance option), targeting only yourself\r\nand requiring no spell slots, spell components, or\r\nconcentration.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n\r\n[u][b]Indiscernible Anatomy[\/b][\/u]\r\n\r\n[i]Donor: Aberration[\/i]\r\n\r\n[i]Slot: Internal[\/i]\r\n\r\n\r\nYou have spliced aberrant genetics into your body,\r\nwhich have subsequently altered the placement and\r\ncomposition of your internal organs. When you are\r\ntargeted by an attack that is a critical hit, you can\r\nchoose to take no additional damage from critical hit,\r\nas if it were a normal hit instead.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n\r\n[u][b]Leaping Legs[\/b][\/u]\r\n\r\n[i]Donor: Any creature with the Pounce or Standing[\/i]\r\n[i]Leap trait[\/i]\r\n\r\n[i]Slot: Legs[\/i]\r\n\r\nYou have replaced or modified your legs with the\r\nmuscular limbs of a bounding creature. Your long\r\njump distance and your high jump height double.\r\nAdditionally, you can jump your full distance with or\r\nwithout a running start.\r\n\r\n\r\n[u][b]Olfactory Implants[\/b][\/u]\r\n\r\n[i]Donor: Any creature with the Keen Smell or Keen[\/i]\r\n[i]Hearing and Smell trait[\/i]\r\n\r\n[i]Slot: Head[\/i]\r\n\r\nYou have replaced or modified your nose with that\r\nof a creature with keen smell. You have advantage on\r\nWisdom (Perception) checks that rely on smell.\r\n\r\n\r\n[u][b]Oversized Arms[\/b][\/u]\r\n\r\n[i]Donor: Giant[\/i]\r\n\r\n[i]Slot: Arms[\/i]\r\n\r\nYou have replaced your arms with a giant\u2019s massive\r\nlimbs. Your melee attacks gain Reach if they did not\r\nhave it already. Additionally, you have advantage\r\non Strength checks and saving throws you make to\r\nmaintain your grip on objects.\r\n\r\n\r\n[u][b]Prehensile Tail[\/b][\/u]\r\n\r\n[i]Donor: Any creature with a Tail attack[\/i]\r\n\r\n[i]Slot: External[\/i]\r\n\r\nYou surgically attach a muscular, prehensile tail to\r\nyour body and wire its nerves to your own. You can\r\nuse your tail to make unarmed strikes, and can use\r\nDexterity instead of Strength for its attack and damage\r\nrolls. If you hit with it, you deal bludgeoning damage\r\nequal to 1d4 + your Strength or Dexterity modifier,\r\ninstead of the damage normal for an unarmed strike.\r\nAdditionally, you can hold and manipulate objects\r\nand weapons with your tail, but you can\u2019t make attacks\r\nwith weapons held by your tail or wield a shield with\r\nyour tail and gain its benefits.\r\n\r\n\r\n[u][b]Regenerating Marrow[\/b][\/u]\r\n\r\n[i]Donor: Any creature with the Regeneration trait[\/i]\r\n\r\n[i]Slot: Internal[\/i]\r\n\r\nYou have replaced your bone marrow with that of a\r\nregenerating creature. On your turn, you can use a\r\nbonus action to regain hit points equal to 1d10 + your\r\nConstitution modifier.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n\r\n[u][b]Replacement[\/b][\/u]\r\n\r\n[i]Donor: Any[\/i]\r\n\r\n[i]Slot: Any[\/i]\r\n\r\nOne or more of your organs or limbs has been\r\nreplaced with a part harvested from a monster. A\r\nreplacement can effectively solve any amputation or\r\norgan failure, but they cannot return to life someone\r\nthat has died; such work is solely the domain of\r\nnecromancy. Replacement limbs can resemble\r\nthe original limb, or can demonstrate obvious\r\nmonstrous characteristics, depending on the donor.\r\nA replacement organ or limb takes up one body\r\nslot relevant to it; for example, a troll\u2019s hand takes\r\nthe Arms slot and a replacement liver takes up the\r\nInternal slot.\r\n\r\n\r\n[u][b]Stench[\/b][\/u]\r\n\r\n[i]Donor Type: Any creature with the Stench trait[\/i]\r\n\r\n[i]Slot: Internal[\/i]\r\n\r\nAs an action, you can release a foul liquid contained\r\nwithin an organ taken from the donor creatures. Each\r\ncreature within 5 feet of you must make a Constitution\r\nsaving throw (DC equals 8 + your Constitution\r\nmodifier + your proficiency bonus) or be poisoned\r\nuntil the end of its next turn.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n\r\n[u][b]Tentacles[\/b][\/u]\r\n\r\n[i]Donor: Any creature with a Tentacles or Tendrils[\/i]\r\n[i]attack[\/i]\r\n\r\n[i]Slot: Arms[\/i]\r\n\r\nYou surgically replace or modify one or both of your\r\narms with a flexible tentacle or tendril. You can use\r\nyour tentacles to make unarmed strikes. If you hit\r\nwith it, you deal bludgeoning damage equal to 1d4\r\n+ your Strength or Dexterity modifier, instead of the\r\ndamage normal for an unarmed strike.\r\nAdditionally, when you hit a target with a melee\r\nattack using your tentacles, you can use your bonus\r\naction to attempt to grapple the target.\r\n\r\n\r\n[u][b]Venom Sac[\/b][\/u]\r\n\r\n[i]Donor: Aberration, Beast, Dragon, or Monstrosity[\/i]\r\n[i]which can poison a creature or deal poison damage[\/i]\r\n[i]with an attack not provided by a weapon[\/i]\r\n\r\n[i]Slot: Internal[\/i]\r\n\r\nYou have installed an internal bladder which secretes\r\npoison from your body. As a bonus action, you can\r\ncoat your claws, if you have them, or a weapon you are\r\nholding in basic poison.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n\r\n[u][b]Voice Box[\/b][\/u]\r\n\r\n[i]Donor: Any creature with the Mimicry trait[\/i]\r\n\r\n[i]Slot: Head[\/i]\r\n\r\nYou have augmented your own vocal folds with\r\nthose of a creature that can mimic sounds. You can\r\nmimic any sounds you have heard, including voices.\r\nA creature that hears the sounds can tell they are\r\nimitations with a successful Wisdom (Insight) check\r\nopposed by your Bomb Save DC.\r\n\r\n\r\n[u][b]Webspinner Apparatus[\/b][\/u]\r\n\r\n[i]Donor: Any creature with a Web action[\/i]\r\n\r\n[i]Slot: Internal[\/i]\r\n\r\nYou have installed spinnerets from a spiderlike\r\ncreature into your body, allowing you produce webs.\r\nYou can cast the spell web without using spell slots or\r\nspell components (DC equals 8 + your Constitution\r\nmodifier + your proficiency bonus).\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Mixologist[\/h1]\r\n[\/b]\r\nAlchemists will not generally cite Mixology as a\r\nlegitimate field of study; it\u2019s more of a pastime, practiced\r\nby alchemy apprentices and talented bartenders striving\r\nto perfect new and interesting drinks. Yet some alchemists\r\ntreat this hobby as a serious subject, publishing papers\r\nand experimenting endlessly to formalize this artform as\r\na science.\r\n\r\n\r\n[b]Flair Bartending[\/b]\r\nWhen you choose this field of study at 2nd level, you gain\r\nproficiency with brewer\u2019s tools. Additionally, you can\r\nsafely throw and catch potions, drinks, and bottles up to a\r\ndistance of 60 feet without making an ability check.\r\n\r\n\r\n[b]Jager Bomb[\/b]\r\nAt 2nd level, you can construct alcoholic bombs. By\r\nmixing your bomb\u2019s explosive reagent with a potent shot,\r\nyou can change it into a jager bomb. A jager bomb deals\r\nno damage and has no blast radius, and instead causes the\r\ntarget to become briefly inebriated. A target hit by this\r\nbomb has disadvantage on the next ability check, attack\r\nroll, or saving throw it makes before the beginning of your\r\nnext turn. A target that is immune to drunkenness or being\r\npoisoned is also immune to this effect.\r\n\r\n\r\n[b]Magical Brewmaster[\/b]\r\nBy 6th level, you can whip up cocktails with alchemical\r\nfinesse. Whenever you brew potions, you can spend 1\r\nreagent die to brew 2 magical drinks.\r\n\r\n\r\n[b]Dutch Courage[\/b]\r\nStarting at 10th level, you\u2019re emboldened by your drinks.\r\nWhile you have 1 or more level of drunkenness, you can\r\nadd your level of drunkenness to saving throws you make\r\nagainst spells and magical effects.\r\n\r\n\r\n[b]210-Proof Jager Bombs[\/b]\r\nBy 18th level, you\u2019ve improved your jager bomb recipe.\r\nWhenever you hit a target with a jager bomb, it must\r\nmake a Dexterity saving throw. This save does not have\r\ndisadvantage due to the bomb\u2019s effect. On a failed save,\r\nthe target suffers two levels of drunkenness, or one on a\r\nsuccessful save.","table_data":"Level|Prof Bonus|Formulae Known|Reagent Dice|Discoveries Known|Features\r\n1|+2|---|---|---|Bombs, Natural Philosopher\r\n2|+2|3|---|---|Bomb Formulae, Field of Study\r\n3|+2|3|3d10|---|Reagent\r\n4|+2|3|4d10|2|Ability Score Improvement, Discoveries\r\n5|+3|4|5d10|2|Flashbang\r\n6|+3|4|6d10|3|Field of Study feature\r\n7|+3|5|7d10|3|Improved Potions\r\n8|+3|5|8d10|3|Ability Score Improvement\r\n9|+4|6|9d10|4|---\r\n10|+4|6|10d10|4|Field of Study feature\r\n11|+4|7|11d10|4|Evasion\r\n12|+4|7|12d10|4|Ability Score Improvement\r\n13|+5|8|13d10|5|---\r\n14|+5|8|14d10|5|Improved Potions\r\n15|+5|9|15d10|5|Blast Coating\r\n16|+5|9|16d10|5|Ability Score Improvement\r\n17|+6|10|17d10|6|---\r\n18|+6|10|18d10|6|Field of Study feature\r\n19|+6|11|19d10|6|Ability Score Improvement\r\n20|+6|11|20d10|6|Philosopher\u2019s Stone","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"865556","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}