Alchemist (al·kuh·muhst)
By Sage Young (Ser Nurp) (with certain features drawn from Saitken’s, CallMeCal’s, and BloodShot9001’s Alchemist, and inspiration drawn from Paizo’s Alchemist class.)
Version: 1.1b (Beta Version in Playtesting)
Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions they brew. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures their own magic potential within liquids and extracts they create, infusing their chemicals with virulent power to grant them impressive skill with poisons, explosives, and all manner of self-transformative magic.
Alchemist’s Role
The alchemist’s reputation is not softened by their exuberance (some would say dangerous recklessness) in perfecting their magical extracts and potion-like creations, infusing these substances with magic siphoned from their aura and using their own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making them a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.Creating an Alchemist
When creating an alchemist, think about your character's background and drive for adventure. Does the character have a rival? What drove your character down the path of being an alchemist? Is it about curiosity and invention, or about the power their inventions bring? Did you character learn from another alchemist, or receive a vision or flash of inspiration to learn their craft? Consider how your character interacts with the world, and what they represent. Consult with your DM regarding guilds or societies your character might belong to.QUICK BUILD
You can make an alchemist quickly by following these suggestions. First, make Intelligence your highest ability score. Depending on whether you want to focus on agile and dodgy, yet lightly armored combat or heavy striking and heavily armored combat choose either Dexterity or Strength respectively. It is important to hold a decent Constitution score to maintain your focus and vigor while in demanding situations. Lastly, choose the Guild Artisan background.Multiclass
- Ability Score Multiclass Requirements: Intelligence 13
- Multiclass Proficiencies Gained: Light armor, medium armor, alchemist supplies.
- Concoctions: Concoctions extract slots cannot be used to cast spells from the Spellcasting or Pact Magic feature, and vice versa.
The Alchemist Table
Class Features
As an alchemist, you gain the following class features.Hit Points
- Hit Dice: 1d8 per alchemist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st
Proficiencies
- Armor: Light armor and medium armor.
- Weapons: Simple weapons.
- Tools: Alchemist Supplies, Brewer’s Supplies, or Cook's Utensil's.
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from Arcana, Deception, Gossip, History, Insight, Investigation, Linguistics, Medicine, Nature, Perception, Sleight of Hand, Stealth, Survival, or Tactics.
Equipment
You start with the following equipment, in addition to the equipment granted by your background: • A simple weapon of your choice. • a light crossbow and 20 bolts. • Your choice of studded leather armor or scale mail. • Alchemist Supplies, and a dungeoneer’s pack.Alchemy (Ex)
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At 1st level, you gain Expertise in Alchemist Supplies, Cook’s Utensil’s, or Brewer’s Supplies, and one other skill or tool of your choice that you are proficient in. Expertise doubles your Proficiency bonus for any ability check you make using the expert proficiency.
Bombs (Su)
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At 1st level, you gain the ability to enhance mundane alchemical weapons such as alchemist fire or weeping gas with your brews. Whenever you would use an Action to attack with one of these weapons, you can enhance the attack as a bonus action with the effect of one of your known Brews as if you had cast the Brew with the alchemical weapon being the source of the spell. If the brew requires an attack roll to hit the target, the attack roll of the alchemical weapon determines if it hits the target or if it misses and thus must roll for splash. If the brew requires a saving throw, the alchemical weapon applies this saving throw as normal as an additional effect of the attack.
Concoctions (Ma)
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You have learned to utilize both science and the innate magic found within the world and within reagents to formulate brews and extracts that can produce magical effects akin to those of spells, as a result you've learned to produce extracts. These extracts appear like many spells produced by traditional practitioners of magic, but unlike a spellcaster's spells, extracts are not magic, rather they are blending of the mundane sciences and the supernatural, thus to observers, you do not appear to be casting spells in a conventional way, rather you appear to be producing wonders and marvels from mundane items or outlandish inventions. Every extract that you produce, including Brews, have a Material component cost to them, even if the base spell does not, and are cast by mixing these components into an Extract, which is then usually drunk, thrown, or smeared upon the desired target.
Additionally, you add one extract for each level below your highest level you are capable of casting.
For example, if you are a 5th-level alchemist level up to 6th level in alchemist, you would learn 5 3rd level extracts, 1 2nd level, and 1 1st level.
Tools Required
You produce your alchemist spell effects through your tools. You must have a spellcasting focus—specifically your set of alchemist supplies, cook’s utensil’s, or brewer’s supplies—in hand when you cast any extract with the Concoction feature (meaning the extract or brew has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way.Brews (0-Level Extracts)
At 1st level, you know four brews of your choice from the alchemist extract list. At higher levels, you learn additional alchemist brews of your choice, as shown in the Brews Known column of the Alchemist table. When you gain a level in this class, you can replace one of the alchemists brews you know with another brew from the alchemist extract list.Formula Book
At 1st Level, you have a Formula Book containing a number of 1st-level Alchemist Extracts of your choice known equal to 6 + half of your Intelligence score. Your Formula Book is the repository of the Alchemist Extract you know.Preparing and Casting Extracts
The Alchemist table shows how many extract slots you have to cast your alchemist extracts. To cast one of your alchemist extracts of 1st level or higher, you must expend an extract slot of the extract’s level or higher. You regain all expended extract slots when you finish a long rest. You prepare the list of alchemist extracts that are available for you to cast, choosing from the alchemist extract list. When you do so, choose a number of alchemists extracts equal to double your Proficiency bonus + your Intelligence modifier + half alchemist level, rounding down. The extracts must be of a level for which you have extract slots. For example, if you are a 5th-level alchemist with a 16 Intelligence, you can prepare any combination of 1st, 2nd, or 3rd level extracts up to 11. If you prepare the 1st-level extract Cure Wounds, you can cast it using a 1st-level, a 2nd-level, or a 3rd-level slot. Casting the extract doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of alchemist extracts requires time spent working the alchemist lab and producing the base extract solutions required to finalize the result when the time comes to ‘cast’ the final result. Preparing these extracts requires at least 1 minute per extract level for each extract on your list.Spellcasting Ability
Intelligence is your spellcasting Ability for your alchemist spells; your understanding of the theory behind the sciences and the application of reagents into concoctions allows you to wield these extracts with superior skill. You use your Intelligence whenever an alchemist extract refers to your spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist extract you cast and when making an attack roll with one. • Extract save DC = 8 + your proficiency bonus + your Intelligence modifier • Extract attack modifier = your proficiency bonus + your Intelligence modifierLearning Extracts of 1st Level and Higher
Each time you gain an alchemist level, you add a number of alchemist extracts of your choice of the highest level known as shown on the table below:| Level | Spells Gained | Level | Spells Gained |
|---|---|---|---|
| 2nd | 1st Level: 6 | 12th | 6th Level: 4 |
| 3rd | 2nd Level: 6 | 13th | 7th Level: 3 |
| 4th | 2nd Level: 6 | 14th | 7th Level: 3 |
| 5th | 3rd Level: 5 | 15th | 8th Level: 3 |
| 6th | 3rd Level: 5 | 16th | 8th Level: 3 |
| 7th | 4th Level: 5 | 17th | 9th Level: 2 |
| 8th | 4th Level: 5 | 18th | 9th Level: 2 |
| 9th | 5th Level: 4 | 19th | 9th Level: 1 |
| 10th | 5th Level: 4 | 20th | 9th Level: 1 |
| 11th | 6th Level: 4 |
Infused Reagents (Su)
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Starting at 1st level you have learned how to rapidly brew and formulate basic alchemical weapons and brews, allowing you to create alchemical items, albeit limited in duration, with ease. Each day when you would prepare your Concoctions, you create a number of infused reagents equal to your Proficiency bonus + half of your Alchemist level + your Intelligence modifier. It is clear these infused reagents are limited in use and thus are worthless to any shopkeep.
These infused reagents count as a wild reagent of Major Basic rarity (0Σ), they can be used in recipes found in the alchemist's recipe book as part of completing a Long Rest to create temporary alchemical items, these items are only potent until your next Long Rest, and otherwise function like normal items of their given type. Additionally any reagent not used as part of the Long Rest can be used as a Reaction on your turn to create an alchemical item. When made in this way they only remain potent until the end of your next turn.
These reagents improve as you gain levels within this class. At level 3 your reagents improve to Common (1Σ) rarity, at level 7 they are treated as Uncommon (4Σ) rarity, and at level 14 they are counted as Rare (10Σ) rarity.
Recipe Book
The alchemist has a number of innate alchemical recipes they know. Starting at level 1 choose 4 alchemical items, oils, poisons, or potions, or combination thereof which ingredients call for a reagent no greater than Major Basic. You know these recipes and can use them in combination with your Infused Reagents. Every level you learn one additional recipe, which must use reagents with a rarity no greater than the max rarity your infused reagents can create. Additionally, whenever you would gain level in this class, you may choose one recipe you already know and replace it with a new recipe following the same restrictions.Thrown Expertise (Ex)
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You are proficient with weapon-like items that are designed to be thrown in combat, such as alchemical weapons, bombs, corrosives and so on; additionally, you can draw such a weapon as part of the attack you make with it, and when you throw such an item, you can use your Intelligence modifier for both Attack and Damage instead of your Dexterity or Strength modifier. Additionally, you can shape your brews and alchemical weapons to avoid collateral damage. Whenever you would throw an alchemical weapon or cast a brew, you can select a number of targets equal to your Proficiency bonus. These targets do not suffer the effects or splash damage from the attack. Finally, the DC of any splash weapon you use is equal to the splash weapon's DC or your Concoction Save DC, whichever is greater.
Variants
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Starting at 1st level, an alchemist learns a how to better shape their brews and the alchemical weapons that they utilize into a variety of different forms. You gain one Variant of your choice when you attain this feature and you gain an additional variant at 4th level and every three levels thereafter, as noted on table: The Alchemist Table. You cannot select an individual variant more than once, unless otherwise noted, and you must follow all prerequisites of the desired variant to select it.
Additionally, when you gain a level in this class, you can choose one of the variants you know and replace it with another variant that you could learn at that level. You cannot replace a variant that is a prerequisite for another variant you know.
Starting at 10th level, you expand your repertoire and learn how to conduct greater variants, you may now select greater variants whenever you gain an variant, and whenever you would gain the ability to replace a variant for another you can do so with a greater variant .
Variants
Blinding Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Covert Bomb
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Whenever you cast an attack brew or use an alchemical weapon, you can enhance the attack to produce a soft dull thud instead of the traditional loud noise. In addition to the attack’s normal effects, the sound normally produced is reduced to that of a dull thud.
Deafening Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Delayed Bomb
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You have learned how to produce your brews and damaging extracts into delayed-blast bombs. Whenever you cast a brew or extract, you can alter it into that of a delayed bomb, causing it to remain primed for up to 1 hour, after which the bomb explodes and the effect of the brew or extract is triggered. If you create a second delayed bomb, the original delayed bomb detonates; additionally, you can detonate a delayed bomb early as a Reaction.
Distracting Bomb
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Whenever you cast an attack brew or use an alchemical weapon, you can enhance the attack to produce an excessively loud noise. In addition to the attack’s normal effects, it produces a loud sound wave that can be heard up to 1 mile away without issue, becoming quieter the further from the point of origin it travels.
Disgusting Byproduct
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- Complex: a brew or alchemical weapon can only be affected by a single experiment of this type.
Extended Splash
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Whenever you cast a brew or attack with an alchemical weapon that has a Splash radius, the splash radius is increased by 5 feet.
Flashbang
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Frightening Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Mine
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- Prerequisite: Delayed Bomb.
Precision Bombs
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You can shape your brews and alchemical weapons to avoid collateral damage. Whenever you would throw an alchemical weapon or cast a brew, you can select a number of targets equal to your Intelligence modifier. These targets do not suffer the effects or splash damage from the attack. This stacks with Thrown Expertise.
Shaped Charge
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- Prerequisite: Delayed Bomb.
Shrapnel Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Torpedo
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You have learned how to produce your brews and extracts into insulated containers that allow them to be used underwater effectively. When you use a torpedo brew or extract underwater you do so without penalty.
Whelming Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Greater Variants
Befuddling Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Clearing Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Demolition Charge
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- Prerequisite: Delayed Bomb.
Disjunction Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Lacerating Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Quick-Trigger Bomb
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Whenever a creature would provoke a reaction attack from you, you can use your Reaction to make cast a single Brew against the triggering creature or to make a single attack with an alchemical weapon that you have on your person, as if it were in your hand. Ranged attacks made in this way are not made at Disadvantage, even if the triggering creature is within 5 feet of you. You are not subjected to your bombs splash damage when activated in this way.
Rubberized Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Stunning Bomb
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- Complex: a brew or alchemical weapon can only be affected by a single variant of this type.
Alchemical Resistance (Ex)
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At 2nd level, the alchemist gains Resistance against Poison damage, and has Advantage on saving throws against Poisons and Diseases.
Experiments
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Starting at 2nd level, an alchemist learns a suite of powers known as experiments, that grant them new abilities or alter their current abilities. You gain two experiments of your choice when you attain this feature and you gain an additional experiment every three levels thereafter, as noted on table: The Alchemist Table. You cannot select an individual experiment more than once, unless otherwise noted, and you must follow all prerequisites of the desired experiment to select it.
Additionally, when you gain a level in this class, you can choose one of the experiments you know and replace it with another experiment that you could learn at that level. You cannot replace an experiment that is a prerequisite for another experiment you know.
Starting at 10th level, you expand your repertoire and learn how to conduct greater experiments, you may now select greater experiments whenever you gain an experiment, and whenever you would gain the ability to replace an experiment for another you can do so with a greater experiment.
Experiments
Alchemical Armor (Su)
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Through your experiments you have learned to produce an additional effect within your extracts to better shield and protect you from attacks. Whenever you cast a 1st level or higher extract, you also gain the effects of the Mage Armor spell.
Aquatic Adaptation
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Your experimentation's have altered your makeup. If you cannot already breath under water, you sprout gills upon your neck and webbing between your fingers, likewise if you cannot breathe air, you produce a pair of air-breathing lungs. You can breathe both air and water, and gain a swim speed equal to your walking speed. If your natural walking speed is lower than 30 feet, it is increased to 30 feet. If you already possess a swim speed it instead increases by 10 feet.
Crafter
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- Prerequisite: Expertise in the desired tool, or kit.
Darkvision
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Your experimentation's have altered your vision, allowing you to see in dim light out to a range of 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only in shades of gray. If you already possess Darkvision, its range is increased by 30 feet.
Elemental Resistance
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Through your experimentation's, you have enhanced your body to better resist the ravages of a particular element. You gain resistance to either Acid, Cold, Fire, or Lightning damage.
Esoteric Study
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You gain proficiency with a single skill, tool, or weapon of your choice; alternatively, you gain proficiency with heavy armor or shields. You can select this experiment multiple times, gaining a new proficiency each time you do so.
Extended Alchemy
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Whenever you would create a limited duration alchemical item, the duration of this item is doubled.
Extra Appendage
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- Prerequisite: None for 1st appendage. Alchemist 5 for 2nd Appendage. Alchemist 9 for 3+ Appendages.
- This appendage allows you to hold an additional object, or to have a 'hand' free while holding objects in two hands, this appendage cannot effectively wield Versatile or Two-Handed Weapons, nor can it hold Tower Shields. You can use the appendage to make a natural attack with which you are proficient in and that deals 1d6 points of Bludgeoning, Piercing, or Slashing damage, chosen when you take this Experiment.
- Additionally, whenever you would take the Attack action, you can make a single attack with this appendage as a bonus action.
- This appendage if a tail, allows you to hold an additional object, or to have a 'hand' free while holding objects in two hands, this appendage cannot effectively wield Weapons, nor can it hold Shields. Additionally, the tail enhances your ability to balance and remain upright, you have Advantage on Acrobatics and Athletics checks made to maintain your balance or to remain standing.
- This appendage if a leg, allows you to move with greater speed and remain steady in difficult situations. Your base walking speed is increased by 5 feet, and you have Advantage on checks and saves made to resist being knocked Prone, Shoved, or otherwise forcefully moved.
Extra Attack
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- Prerequisite: 6th level or higher.
Extra Mutagen
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- Prerequisite: Mutagen class feature, 9th level Alchemist.
Infusion
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Whenever you would prepare your extracts, you can make an extract into a longer lasting infusion that remains stable for longer than a traditional extract. Choose a number of your extracts equal to your Intelligence modifier, these extracts are converted into Infusions, so long as you have an empty vial or similar container, you can produce one of these infusions as an Action, while produced in this way the infusion acts as a potion and remains viable for 8 hours. You can give this infusion to a creature, and they can drink, throw, or smear this tonic at their discretion to activate its effects, as if they were the caster of the extract. Infusions created in this way can be used even on extracts that only target Self, the ‘caster’ of these extracts must concentrate on them as if they were the caster as normal, if required. After completing a long rest, any produced infusions, or unused infusions revert into empty vials or containers.
Mechanical Genius
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You are not only an expert at creating magical items, but mundane ones as well. You increase your Craft Score when crafting mundane items by your Proficiency bonus.
Shared Mutagen
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- Prerequisite: Mutagen class feature.
Skilled
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The alchemist gains the Skilled feat as a bonus feat. .
Spontaneous Recovery
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Through your experimentation's you have learned how to rapidly trigger your bodies healing response. As a bonus action, you can expend up to half of your Hit Dice to heal, as if you had taken a short rest, you do not receive other benefits that a short rest would recover when you utilize this feature. You must choose the number of Hit Dice use at time of activation.
Supplied Healer
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The alchemist gains the Healer feat as a bonus feat. Should you already possess this feat, you instead increase the number of Medicinal Reagents you possess by your Intelligence modifier, and through your clever use of alchemy, you are able to extend the number of charges a healer’s kit can hold by 5 for a total of 15 charges per kit.
Swift Invention
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Whenever you would craft or design a new object or alchemical item, you can activate this ability to have a spark of inspiration, furthering your progress in crafting the desired item. You reduce the mh requirement of the triggering item by 10 percent. An item can only be affected by this experiment once per craft.
Tools of the Trade
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Choose one Toolkit of your choice with which you are proficient in; while using this toolkit, any Quality bonuses to your Craft Score with this toolkit are doubled. This experiment may be taken multiple times. Its effects do not stack. Choose a new experiment each time you gain this discovery.
Tooth and Nail
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You grow claws, fangs, spines, horns, or a different natural weapon of your choice. You can use this natural weapon to make unarmed strikes that deal 1d10 Bludgeoning, Piercing, or Slashing damage, as appropriate to the natural weapon you chose. The natural weapon is magic, and you have a +1 bonus to the attack and damage rolls you make using it. This Feature cannot stack with another similar feature from a different source, such as Wild Soul Origin, Improved Natural Weapon, Animal Fury Savagery.
Toughened Hide
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Whenever you would be subject to an attack that deals Physical damage, you can use your reaction to toughen your skin, granting you resistance to Ballistic, Bludgeoning, Piercing, and Slashing damage from nonmagical weapons for 1 minute. If you take this experiment a second time, the resistance also includes magical weapons. You can use this feature once, regaining its use after completing a long rest. You gain an additional two uses after taking this experiment a second time.
Greater Experiments
Ability Cap Increase
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Through your experiments you have learned to push past your limitations. Choose one ability score not already affected by this experiment, that ability score cap is increased by two.
Accidental Exposure
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Whenever a creature hits you with a melee attack, you can use your Reaction to trigger one of the many brews upon your person to explode outward towards the attacking creature. The attacking creature must make a Dexterity save against your extract save DC in place of the normal means of application for the given brew or be subject to its effects, only the attacking creature is subject to the brew’s effects regardless of the brews area. You can use this a feature a number of times equal to your Proficiency bonus, regaining spent uses after completing a long rest.
Counter-Charm
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You have formulated a tonic and subjected yourself to it through your experiments in order to protect your mind from external threats. You gain advantage on saving throws against Enchantment spells, the Charmed condition, and other effects that would read or alter your mind.
Growth
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You gain the effects of the Enlarge spell, and can temporarily shrink back down to your normal size as an Action. You can remain shrunk in this way for up to 1 hour, or until you end this effect early as a bonus action.
Mana Potion
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Through your experimentation's you have learned how to produce a concoction that restores magical energy to those that consume it. This concoction remains potent for 8 hours, and once consumed as if it were a potion, the imbiber recovers a number of expended spell slot levels equal to your Proficiency bonus, up to the highest-level extract you can cast. If an alchemist imbibes this potion, they instead recover extract slot levels of the same amount. An occult caster that imbibes this potion instead recovers a single expended spell slot. Creating a Mana Potion is done as a part of a Short or Long Rest, when you do so, you create a number of Mana Potions equal to half of your Proficiency bonus, rounded down, you may only ever create up to your Proficiency bonus in Mana Potions in a given 24-hour period.
Memorized Formulae
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Through your experiments you have come upon a formula that better manages your various extracts and brews. You can prepare an additional number of extracts equal to your Intelligence modifier.
Prolong Extract
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Whenever you would cast an extract, you can double the duration of its effect. You can use this feature a number of times equal to your Proficiency bonus, regaining any uses after completing a long rest.
Rapid Preparation
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You have learned how to better utilize excess matter cast off during your extract creation in order to formulate additional extracts in a given day. When you finish a short rest, you can choose expended extract slots to recover. The extract slots can have a combined level that is equal to or less than half your alchemist level (rounded up), and none of the slots can be 6th level or higher. You can use this feature once, regaining its use after completing a long rest.
Resilient Extract
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Whenever you would cast an extract, it is considered cast as if it were one level higher than normal. You can use this feature a number of times equal to your Proficiency bonus, regaining any uses after completing a long rest.
Advanced Studies
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Alchemists have a variety of branches of study that hold their interests. Starting at 3rd level, choose a specialization in one of the following advanced areas of study; Doctor, Grenadier, Toxicologist, or Vivisectionist. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Efficient Handling
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Starting at 3rd level, you can use your Bonus Action to take the Use an Object action. Additionally, you treat any off-handed alchemical weapon as if it possessed the Light weapon property for purposes of Two-Weapon Fighting.
Ability Score Improvement
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When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Mana Bomb
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Starting at 5th level, whenever you attack with an alchemical weapon, or infuse it with your brews, the damage is treated as magical for the purposes of overcoming damage resistance.
Mutagen
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Beginning at 5th level, you have discovered the secrets on how to create a mutagen, a potent alchemical tonic that can be imbibed in order to heighten your physical or mental prowess. When you first gain this feature, you gain the knowledge on how to create one Mutagen of your choice from the list given below. Every four levels thereafter you learn how to create an additional mutagen of your choice drawn from the same list.
You can drink a mutagen during your extract preparation after a long rest. You can only benefit from a single mutagen, and a mutagen’s effects remain until you complete a long rest, or until 24 hours have passed. You only benefit from the Simple Mutagen benefit until you attain the Greater Mutagen feature at 13th level.
Arcane Mutagen
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Basic
Choose two spells from the Sorcerer or Wizard spell list of 3rd level or lower; you can cast each of these spells once with this feature, regaining this use after completing a long rest. These spells are considered known and prepared as extracts, and use your Extract casting ability, your Extract save DC, and Extract attack bonus on all relevant rolls. They do not possess a Verbal component, even if they normally would, but do require a material component, that of your casting implement.Greater
Choose two spells from the Sorcerer or Wizard spell list of 5th level or lower; you can cast each of these spells once with this feature, regaining this use after completing a long rest. These spells are considered known and prepared as extracts, and use your Extract casting ability, your Extract save DC, and Extract attack bonus on all relevant rolls. They do not possess a Verbal component, even if they normally would, but do require a material component, that of your casting implement.Chameleon Mutagen
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Basic
You gain Proficiency in the Stealth skill if you do not already possess it, and Expertise if you do. Additionally, you gain a Climb speed equal to your Walking speed, or 30 feet, whichever is greater. If you already possess a Climb speed it instead increases by 30 feet. Finally, you can take the Hide action as a Bonus Action.Greater
You can attempt to Hide even when being obscured so long as you are lightly obscured by natural terrain or foliage. You may cast the spell Invisibility and Greater Invisibility once with this mutagen, regaining these uses after completing a long rest. These spells are considered known, and prepared.Elemental Mutagen
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Basic
Choose one of the following: Acid, Cold, Fire, Lightning, Thunder. You gain resistance to the chosen damage type.Greater
As an action, you can breathe forth a 30-foot cone of your chosen element. This breath weapon deals a number of d12s equal to your Proficiency bonus points of damage of the same element. Creatures within the cone receive a Dexterity saving throw against your Extract save DC to instead suffer half damage. This feature has a recharge before it can be used again; at the start of each of your turns while this feature is ‘down’, roll a 1d6, on a 4 up, the feature is available to be used once more. Additionally, you gain immunity to your chosen element.Feral Mutagen
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Basic
Your walking speed is increased by 20 feet. You grow a set of claws that deal 1d6 points of Slashing damage. Whenever you take the Attack action, you can make a claw attack as a bonus action if one of your hands is unoccupied. Finally, you are able to speak and understand beasts as if you were under the effects of the spell Speak with Animals.Greater
Your walking speed is increased by an additional 20 feet. Whenever you move at least 20 feet towards a creature in a straight line and use the Attack action using one of your claws against that creature. That creature must make a Strength saving throw against your Extract save DC or be knocked Prone. If the creature is knocked Prone, you can make two additional Claw attacks as a bonus action, these are automatic critical threatens.Metamorph Mutagen
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Basic
Your Strength or Dexterity score increases by 2 points, as does your cap for that ability score. You can cast the spell Alter Self once, regaining this use after you complete a long rest, and you do not need to concentrate on this spell when you cast it in this way.Greater
You can cast the spell Polymorph on yourself. When cast in this way, you do not need to concentrate on the spell, and you maintain your mental ability scores while transformed. You can cast this spell in this way once, regaining this use after you complete a short or long rest.Null Mutagen
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Basic
You can cast both the Counterspell and Dispel Magic spell at the highest extract level that you can cast, you can do so once each using your Concoctions feature, regaining these uses after you complete a short or long rest.Greater
You produce a 10-foot aura of Nullification. Any spell or magical effect that comes within 10 feet of you requires the caster to make a casting ability check against your Extract save DC or lose the spell or effect as if it had been Dispelled. Concentration checks made within this aura are made at Disadvantage. You can suppress this aura until the end of your next turn as a bonus action.Precognitive Mutagen
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Basic
You add both your Intelligence and Dexterity modifier on all Initiative checks that you make. If your Wisdom modifier is higher than your Dexterity modifier, you add your Wisdom modifier instead of your Dexterity modifier on such checks. Additionally, you can add your Intelligence modifier, instead of your Dexterity armor to Armor Class.Greater
You have Advantage on saves made against the Charmed and Fear-based conditions, as well as on any save or check against mind-affecting effects or such as Sanity damage, or Illusions. Finally, whenever you would be subject to either the Charmed or a Fear-based condition, you can make a save to end this condition early at the start of each of your turns.Preservation Mutagen
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Basic
Whenever you would be subjected to a Critical Hit or a Sneak Attack, roll a d100, on a result of 25 or lower, you ignore the effects of the Critical Hit or Sneak attack, as if it had never occurred.Greater
You have Advantage on saves made against the Incapacitated, Paralyzed, or Stunned conditions, as well as on Death Saving Throws and on checks made to resist suffering max HP loss. Finally, you have resistance to Necrotic damage.Regenerative Mutagen
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Basic
So long as you are conscious and are at or below 50 percent of your maximum Hit Points, you at the start of each of your turns are healed for 4 points of damage, this benefit only applies while under True Combat. You can as a bonus action, heal yourself for 1d10 + your Alchemist level + your Intelligence modifier points of damage. You can use this feature once, regaining its use after completing a short or long rest.Greater
Your fast healing is improved to 8 points of healing, and it can heal you up to 80 percent of your maximum Hit Points. Finally, after completing a long rest while benefiting from this mutagen, you regrow any lost limb or appendage that you have lost.Rockhide Mutagen
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Basic
You AC cannot be lower than 16, and you gain a natural Slam attack that deals 1d8 points of Bludgeoning damage, you can use this slam attack to propel your thrown weapons, increasing their range by 20/60 feet. Finally, you have resistance to Bleed damage.Greater
You have resistance to non-adamantine Physical damage, and your Slam damage increases to 1d12. Finally, you instead become Immune to Bleed and Poison damage.Rubbery Mutagen
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Basic
You have Advantage on checks made to escape or resist the Held condition, and any effect that would reduce your speed. Additionally, you gain Advantage on Acrobatics checks, and your jump distance is doubled.Greater
You gain resistance to Bludgeoning and Lightning damage, and you can move through any space as narrow as 1/10th of your body mass without squeezing.Warp Mutagen
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Basic
Whenever you would move, you can spend your bonus action, to consider this movement a Teleportation effect.Greater
You can as an action teleport up to 500 feet. Whenever you move, you can consider this movement a Teleportation effect without using your bonus action. Finally, as an action, you can select up to your Intelligence modifier of creatures, and swap places with any other creature affected by this ability, this is a Teleportation effect, and unwilling creatures receive a Charisma saving throw against your Extract save DC to resist the effect. You can use this feature once, regaining its use after you complete a short or long rest.Winged Mutagen
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Basic
You gain a Flying speed of 60 feet, or increase an already existing Fly speed by 30 feet.Greater
Your flying speed is increased by 20 feet, and all Ranged attack rolls made against you are made at Disadvantage if you fly at least 60 feet during your turn.Catalyst
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Starting at 7th level, you have learned how to further refine your reagents, when you would create an item using your Infused Reagents as a part of a Long Rest, you instead create two identical versions of that item.
Hurler
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Starting at 7th level, you have learned how best to propel objects through the air. Whenever you throw an item or a weapon its thrown range is increased by 20/60 ft.; additionally, whenever you cast a ranged attack brew or extract, the range of this brew or extract is doubled.
Swift Brews
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Starting at 9th level, whenever you make an attack with an alchemical weapon, you can apply a brew’s effect to it as a part of the action used to attack with the weapon, you can do so once per turn. If you cast a levelled spell on your turn, you may cast any Brew that requires an Action to cast as a Bonus Action instead.
Evasion
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Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are 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.
Philosopher’s Stone
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Starting at 20th level, your alchemical knowledge has reached the greatest secret coveted by alchemists; The Philosopher's Stone. For the cost of a 10 ct diamond, you can spend a day to craft a Philosopher's Stone. It has the appearance of a hand-sized red jewel, and you can only have one at a time. It is bound to you specifically, only you can activate the stones effects. It has an AC of 15 + your Intelligence modifier, 100 hit points, and resistance to all damage except for Bludgeoning or Force damage dealt by Artifact class weapons. While you have in your possession your philosopher's stone you gain the benefits of the following effects and can produce the following actions utilizing the stone. When you first attain this class, you create your first philosopher's stone for free.
- You no longer age, and are immune to effects that would magically age you. Additionally, you gain resistance to Necrotic damage if you are not already, and have Advantage on saving throws made against spells and effects that would reduce your Maximum Hit Points, or kill you outright without dealing damage.
- You no longer require food or water to survive, though you can still ingest it if you wish.
- You can utilize the philosopher's stone in the act of crafting mundane or magical items, if you do so, the time required to craft the desired item is halved.
- You can as an action touch the philosopher's stone to a creature, that creature is subjected to the Regenerate spell. You can use this feature once, regaining its use after you complete a long rest.
- You can as an action touch the philosopher's stone to a creature, that creature is subjected to the True Resurrection spell; however, the philosopher’s stone is destroyed in the process. You can make a DC 20 Medicine check to negate the explosion of the stone when used in this manner.
Advanced Studies
The alchemical sciences are vast and their secrets many, but you have learned how to unlock one such paths secrets in your path towards discovery.Doctor
A doctor is one who uses his alchemical gifts for good, helping all who are injured or sick. Doctors are always looked upon as valuable assets. Most doctors are good, outstanding members of society, but some tend toward the underground syndicates as private doctors.
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Doctor Features
| Level | Feature |
|---|---|
| 3rd | Medical Professional, Prescription |
| 6th | Skillful Ministration, Syringe |
| 10th | Resuscitate |
| 14th | Superior Brewing |
Medical Professional
You gain proficiency in both the Medicine skill and Surgery Supplies if you are not already, expertise in one of these proficiencies, and you can use your Surgery Supplies as both a casting implement and a tool to craft medicinal alchemical items as if they were a set of alchemist supplies. Finally, you can use your Intelligence modifier in place of your Wisdom modifier when making a Medicine check.Prescription
When you attain this advanced study at level 3, you have learned how best to serve your patients. Any healing potion that you administer utilizes d10s instead of d8s for healing injuries and wounds. Additionally, whenever you cast a spell or use an ability that restores Hit Points to a creature, the target regains an additional 2 hit points per level of the extract, spell, or effect. In the case of an effect that does not have a level tied to it, it is equal to half of your level in the alchemist class, rounding down.Skillful Ministration
Starting at 6th level, you become adept at enhancing healing potions. Whenever you would drink or administer a healing potion to a creature, you can sacrifice an extract slot to enhance the effect. You can choose one of the following effects to apply to the healing potion:- The potion provides its standard effect, as well as grants the imbiber an effect as if you had cast the sacrificed extract on the creature using the same action to imbibe the potion.
- The potion provides its standard effects to an additional number of creatures equal to the level of the extract sacrificed, each affected creature must be within 30 feet of you.
Syringe
Starting at 6th level, you have learned how best to administer potions by injecting them directly to the targets system. You can apply a potions effect to a creature as an Item Interaction; additionally, you can draw a potion as a part of the same action made to apply it.Resuscitate
Starting at 10th level, you have learned how to stimulate a recently dead creature to return it to life. By applying a series of shocks and tonics, you produce an effect equivalent to that of a Revivify spell. This requires no more components than what is already included in your surgery supplies, but otherwise functions exactly as the spell. You can use this feature once, regaining its use after you complete a long rest. This process is hard on the returning creature, however, and they return back to consciousness with one level of exhaustion, though the creature does not require a resurrection challenge when restored in this way. This form of resurrection still increases a creatures soul's proximity to that of Purgatory as if they were resurrected normally.Superior Brewing
Starting at 14th level, you have learned how to maximize the effect of your medical practices. Any healing potion that you create or any effect created through the use of Medicinal Reagents have their healing maximized.Grenadier
A grenadier is often considered a demolitionist, and at worst can be considered an arsonist, but in reality they are simply able to mix ingredients which become unstable within their confines, namely bomb shells. Grenadiers are the most diverse alchemists, sometimes serving in armies, supplying explosives for soldiers, or serving as guides for mining expeditions, blasting away debris.
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Grenadier Features
| Level | Feature |
|---|---|
| 3rd | Flak Jacket, Infused Bombs |
| 6th | Arcing Throw, Elemental Admixture |
| 10th | Masterwork Casing |
| 14th | Twin Bombs |
Flak Jacket
When you attain this advanced study starting at 3rd level, you have learned how to better protect yourself from the splash and shrapnel of your bombs. You are immune to Explosion and Splash damage triggered by your own brews, extracts, and alchemical weapons. Additionally, whenever you would miss with a splash weapon, you can roll the direction the weapon lands twice, and choose the more favorable result.Infused Bombs
Starting at 3rd level, you gain the ability to enhance mundane alchemical weapons such as alchemist fire or weeping gas with your extracts. Whenever you would use an Action to attack with one of these weapons, you can enhance the attack as a bonus action with the effect of one of your prepared extracts, expending the extract slot as normal as if you had cast the extract with the alchemical weapon being the source of the extract. If the extract requires an attack roll to hit the target, the attack roll of the alchemical weapon determines if it hits the target or if it misses and thus must roll for splash. If the extract requires a saving throw, the alchemical weapon applies this saving throw as normal as an additional effect of the attack.Arcing Throw
Starting at 6th level, whenever you would make a Thrown weapon attack, or cast a brew or extract, the range of the attack is increased by 10/30 feet. Additionally, your Thrown alchemical weapons, brews, or extracts, ignore ½ cover. Starting at 14th level, they ignore ¾ cover as well.Elemental Admixture
Starting at 6th level, whenever you would cast a brew or extract that deals damage, you can change the damage type of the attack to that of Acid, Cold, Fire, Lightning, or Thunder. Chosen at time of application. Starting at 10th level you can choose the attack to deal Ballistic, Force, Poison, or Psychic damage instead.Masterwork Casing
Starting at 10th level, you have learned how to apply a 2nd Complex experiment to a brew or alchemical weapon.Twin Bombs
Starting at 14th level, whenever you would use your action to attack with an alchemical weapon or to cast a brew, you can cast a second brew, or throw a second alchemical weapon as a part of the same action. This second attack cannot be modified in any way by any experiment feature that is Complex.Toxicologist
A toxicologist is typically found within the company of assassins or spy circles, working with subterfuge and trickery. A toxicologist is no stranger to the black market, and even the most lawful of individuals will find themselves purchasing rare ingredients from shady fellows.
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Toxicologist Features
| Level | Feature |
|---|---|
| 3rd | Poison Brewer, Poison Expert |
| 6th | Silent Extracts, Venomous Coating |
| 10th | Masked Drought |
| 14th | Poison Mastery |
Poison Brewer
Starting at 3rd level, you gain the poisoner feat, your proficiency with the poisoner’s kit increases to expert, and you can use your Poisoner’s Supplies as both a casting implement and a tool to craft alchemical items as if they were a set of alchemist supplies. Additionally, any time that you would cast a brew or an extract that deals damage, you can convert that damage to instead deal Poison damage.Poison Expert
Starting at 3rd level, whenever you would use poison, the DC to resist the effects of the poison either your extract save DC or the poison’s save DC, whichever is better. Additionally, whenever you would craft a poison, the DC of the end product is increased by two.Silent Extracts
Starting at 6th level, whenever you would cast an extract, you can spend your bonus action to cast it without any somatic or verbal components. Additionally, whenever you would apply the Delayed Bomb experiment to an extract, the base duration before it triggers is increased to a number of hours equal to your Proficiency bonus, or when a given trigger would activate it; triggers can be consumed, inhaled, injury, or touched.Venomous Coating
Starting at 6th level, whenever you would apply poison to a weapon, the poison remains ‘readied’ for an additional hour, and remains intact for an additional application before the poison fades.Masked Drought
Starting at 10th level, you gain the ability to prepare a special extract that when mixed with another one of your extracts, prevents both extracts from being detected. You must sacrifice an extract when you use this ability to mask the desired extract from notice. Nonmagical detection, such as taste or smell, automatically fails to detect your extract, while magical detection, potentially fails to discern the nature of your extract as if you had cast a Counterspell against the divination with a level equal to the level of extract sacrificed to make this drought. A successfully countered detection believes nothing is wrong, their spell remains functioning but simply fails to perceive your masked drought.Poison Mastery
Whenever you would deal or suffer Poison damage or damage caused due to a poison, toxin, venom, or similar substance, you can roll the damage dice twice and choose the more favorable result.Vivisectionist
Vivisectionists admire the science of alchemy, yes, but they have an equal if not greater love of the science of anatomy. These alchemists, known as vivisectionists, typically use their knowledge to perform taboo research, dangerous surgeries and even cold-blooded murder. While some vivisectionists may use their knowledge of the body to aid the sick and wounded, most people only feel a cold chill at the idea of a vivisectionist's knife.
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Vivisectionist Features
| Level | Feature |
|---|---|
| 3rd | Bladework, Fighting Style, Surgical Precision |
| 6th | Twist the Knife, Wicked Slice |
| 10th | Searing Blanch |
| 14th | Open Vein |
Bladework
Starting at 3rd level, you have learned how to wield weapons, both bladed and otherwise to their full advantage. You gain proficiency with all Martial weapons. Additionally, you can apply your Bombs class feature to attacks you make with any weapon attack, and treat weapons that you wield as a casting focus for your extracts. When you do so, your Bombs lose the Splash property. You can use your Intelligence modifier on attack and damage rolls instead of your normal Ability modifier made with attacks using this feature.Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Lunge: When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property. If the weapon already has this property, the reach increases by a further 5ft.
- Musketeer: When you engage an opponent while two-weapon fighting with a firearm and a melee weapon, if you make both attacks at the same target, you have advantage on the attack roll you make with the second attack.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Versatility: You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Surgical Precision
Starting at 3rd level, your anatomical prowess lets you exploit opening in an opponent’s defense to inflict a debilitating injury on them. When you attack a creature with a weapon you can use a bonus action to increase the critical threat range of the attack by 2 (a 20 becomes an 18+ to crit), this attack may not be modified by the Bombs feature, and should the target be hit, the target must make a Constitution saving throw against your extract save DC or suffer from one of the following effects listed below. These effects remain until the end of your next turn. At level 9 it can be done as a part of the attack action for a single attack. Brews cannot be applied to this attack.- Hamstring: The targets speed becomes 0.
- Gut Shot: The target has Disadvantage on all Attack rolls.
- Skull Crack: Attacks against the target are made with Advantage.
Twist the Knife
Starting at 6th level, you have increased your skill to cause grievous wounds. Whenever you would use your Surgical Precision feature, you can apply one of the following effects instead.- Concussion: The target has Disadvantage on Concentration checks.
- Eye Gouge: The target is Blinded.
- Puncture Arteries: The target suffers 2d4 points of Bleed damage for every 5 feet that they move, they suffer this damage even on forced movement, though only once per round in this case.
Wicked Slice
Starting at 6th level, the first time you would damage a creature with a melee weapon in a round, you deal a 1d6 points worth of Bleed damage to that creature, and the creature suffers from the Bleeding (1d6) condition. Any medicine check made to stop this bleeding is equal to your extract save DC or 15 whichever is greater.Searing Blanch
Starting at 10th level, you learn how to use your alchemical knowledge to cause devastating internal damage. As an action, you can expend one extract slot, and apply its effects to the next weapon attack that you make within the next 10 minutes. The sacrificed extract applies its effect only to the target of your attack and no others, even if the sacrificed extract produces an area of effect.Open Vein
Starting at 14th level, your Wicked Slice activates any time you would damage a creature with a melee weapon so long as you do not have disadvantage on the attack roll.Alchemist Formula List
Alchemist extracts prepared as extracts or cast as brews can be used in one of up to three ways, called a "method". These methods are drink, smear, and throw.Methods
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Drink
Extracts with the drink method are cast when the extract is consumed by a creature, and target the creature who consumes it. Such an extract can be mixed into food or drink without changing its effectiveness, but if mixed into a potion or another extract, the extract becomes inert.Smear
Extracts with the smear method are cast when the extract is applied to a creature, object, or surface, and target the creature or object or surface it is applied to. If the target is unwilling, you must hit them with a melee martial attack with which you are proficient in, utilizing either your Strength or Dexterity modifier. If you miss, the extract is spilled and lost. Extracts with the Smear method that require an attack roll to apply, go against your targets Ballistic AC instead of their normal AC.Throw
Extracts with the throw method are cast by throwing the extract at a target, which can be a creature or object or a point in space within range, depending on the extract. Extract with the throw method that use a spell attack or that automatically hit a target have a base range of (40/120 feet) regardless of the spell's listed range, such extracts are treated as thrown weapons with which you are proficient with and are delivered with either your Dexterity modifier or your Intelligence modifier. A willing target can cause their AC to be lowered by 5 against the given extract. Extracts with the throw method that use a saving throw and do not target an area have their range altered as above; after the first range increment, the targets have advantage on their saving throw. Extract with the throw method that target an area have a maximum range as the second range increment above. Extracts with this method that require an attack roll to apply, go against your targets Ballistic AC instead of their normal AC. Additionally, attacks made against ally's are automatic hits if within Short Range, or go against the AC of the space they are in, not their AC, this is generally 8, per Durability rules, if within Long Range. Note that with multi-target spells like Bless, it's a single explosion, and anyone within 30 feet of the square hit can be targeted.Alchemist Extracts
Brews
1st Level
| Name | Method | Name | Method |
|---|---|---|---|
| Alarm | Smear | Frost Fingers | Smear |
| Armor of Agathys | Drink | Gift of Alacrity | Drink, Smear |
| Arms of Hadar | Drink | Speak with Animals | Drink |
| Bane | Smear, Throw | Grease | Throw |
| Bestow Wounds | Smear | Heroism | Drink, Smear |
| Bless | Smear, Throw | Inflict Wounds | Smear |
| Bungle | Throw | Jump | Drink, Smear |
| Burning Hands | Smear | Mudball | Throw |
| Charm Person | Drink, Smear | Protection from Evil and Good | Drink, Smear |
| Chromatic Orb | Throw | Purify Food and Drink | Smear |
| Comprehend Languages | Drink | Ray of Sickness | Throw |
| Cure Wounds | Drink, Throw | Repair Undead | Smear |
| Disguise Self | Drink | Sculpt Corpse | Smear |
| Entangle | Throw | Sleep | Drink, Smear |
| Expeditious Retreat | Drink | Caustic Brew | Smear |
| Faerie Fire | Throw | False Life | Drink |
| Hideous Laughter | Drink, Smear | Thunderwave | Smear |
2nd Level
| Name | Method | Name | Method |
|---|---|---|---|
| Alter Self | Drink | Hold Person | Throw |
| Barkskin | Drink, Smear | Immovable Object | Smear |
| Blindness/Deafness | Any | Invisibility | Drink, Smear |
| Blur | Drink, Smear | Knock | Smear |
| Calm Emotions | Drink, Throw | Lesser Restoration | Drink, Smear |
| Cloud of Daggers | Throw | Magic Weapon | Smear |
| Compulsive Liar | Drink, Smear | M Acid Arrow | Throw |
| Continual Flame | Smear | Pox Pustules | Smear, Throw |
| Darkness | Smear, Throw | Protection from Poison | Drink, Smear |
| Delay Pain | Drink, Smear | Ray of Enfeeblement | Throw |
| Dragon's Breath | Drink | See Invisibility | Drink |
| Earthbind | Throw | Shatter | Throw |
| Enhance Ability | Drink, Smear | Spider Climb | Drink |
| Enlarge/Reduce | Drink | Spike Growth | Throw |
| Fortune' Favor | Drink, Smear | Suggestion | Drink, Smear |
| Gentle Repose | Smear | Web | Throw |
| Gust of Wind | Throw | Zone of Truth | Drink (target only) |
3rd Level
| Name | Method | Name | Method |
|---|---|---|---|
| Bestow Curse | Drink, Smear | Haste | Drink |
| Blink | Drink | Lightning Arrow | Throw |
| Daylight | Smear, Throw | Nondetection | Smear |
| Dispel Magic | Drink, Smear | Oppressive Boredom | Throw |
| Elemental Weapon | Smear | Plant Growth | Smear |
| Enemies Abound | Drink, Smear | Protection from Energy | Drink, Smear |
| Erupting Earth | Throw | Pulse Wave | Throw |
| Fear | Throw (target only) | Remove Curse | Smear |
| Fireball | Throw | Spit Venom | Throw |
| Flesh Puppet | Drink, Smear | Stinking Cloud | Throw |
| Fly | Drink | Tiny Servant | Smear |
| Fungal Infestation | Smear, Throw | Tongues | Drink |
| Glyph of Warding | Smear | Water Breathing | Drink |
| Speak with Plants | Drink | Aura of Vitality | Drink |
| Fungal Infestation | Drink, Smear | -- | -- |
4th Level
| Name | Method | Name | Method |
|---|---|---|---|
| Blight | Any | Greater Invisibility | Drink |
| Charm Monster | Drink, Smear | Overwhelming Grief | Throw |
| Confusion | Smear, Throw | Planar Clarity | Drink |
| Deathward | Drink | Polymorph | Drink |
| Elemental Bane | Throw | Sickening Radiance | Throw |
| E Black Tentacles | Throw | Stoneskin | Drink |
| Fire Shield | Drink | Vitriolic Sphere | Throw |
| Gravity Sinkhole | Throw | Wall of Fire | Throw |
| Miasma | Throw | -- | -- |
5th Level
| Name | Method | Name | Method |
|---|---|---|---|
| Banshee Blast | Throw | Immolation | Throw |
| Cloudkill | Throw | Insect Plague | Throw |
| Cone of Cold | Throw | Modify Memory | Drink, Smear |
| Conjure Volley | Throw | Passwall | Smear |
| Contagion | Drink, Smear | Skill Empowerment | Drink, Smear |
| Dawn | Throw | Swift Quiver | Smear |
| Dominate Person | Drink, Smear | Synaptic Static | Throw |
| Greater Restoration | Drink, Smear | Transmute Rock | Smear |
| Kiss of Death | Drink | Poison Thorns | Drink |
6th level
| Name | Method | Name | Method |
|---|---|---|---|
| Contingency | Drink | Investiture of Flame | Drink |
| Create Homunculus | Smear | Investiture of Ice | Drink |
| Chain Lightning | Throw | Investiture of Stone | Drink |
| Disintegrate | Throw | Investiture of Wind | Drink |
| Epidemic | Smear | Flesh to Stone | Drink, Smear |
| Irresistible Dance | Drink | Pox | Throw |
| Harm | Drink, Smear | Primordial Ward | Drink |
| Heal | Drink, Smear | True Seeing | Drink |
| Heroes Feast | Smear | -- | -- |
7th Level
| Name | Method | Name | Method |
|---|---|---|---|
| Delayed Blast Fireball | Throw | Plague Storm | Throw |
| Etherealness | Drink | Power Word Pain | Throw |
| Finger of Death | Throw | Regenerate | Drink, Smear |
| Fire Storm | Smear, Throw | Symbol | Smear |
| Magnificent Mansion | Smear, Throw | Whirlwind | Throw |
8th Level
| Name | Method | Name | Method |
|---|---|---|---|
| Clone | Smear (in vessel) | Feeblemind | Drink, Smear |
| Dark Star | Throw | Incendiary Cloud | Throw |
| Dominate Monster | Drink, Smear | Sunburst | Throw |
9th Level
| Name | Method | Name | Method |
|---|---|---|---|
| Invulnerability | Drink | True Polymorph | Drink |
Type
Artisan

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