The Alchemist
Level Proficiency Bonus Features Base Brew Die Base Brews Quick Brews Known Brew Points
1st +2 Base Brews, Quick Brews 1d6 6 2 -
2nd +2 Field Study, Mundane Alchemy 1d6(1d8) 7 2 -
3rd +2 Wonderous Concoctions 1d6(1d8) 8 2 3
4th +2 ASI, Critical Concoctions 1d6(1d8) 9 3 4
5th +3 Discovery, Fast Hands 2d6(2d8) 10 3 5
6th +3 Field Study, Favored Apparatus 2d6(2d8) 11 3 6
7th +3 Discovery, Item Dupication 2d6(2d8) 12 4 7
8th +3 ASI 2d6(2d8) 13 4 8
9th +4 Discovery, Alchemical Expertise 3d6(3d8) 14 4 9
10th +4 Field Study 3d6(3d8) 15 5 10
11th +4 Discovery, Font of Knowledge 3d6(3d8) 16 5 11
12th +4 ASI 3d6(3d8) 17 5 12
13th +5 Discovery, Eureka 4d6(4d8) 18 6 13
14th +5 Field Study 4d6(4d8) 19 6 14
15th +5 Discovery, Marvelous Brews 4d6(4d8) 20 6 15
16th +5 ASI 4d6(4d8) 21 7 16
17th +6 Discovery, Advanced Apparatus 5d6(5d8) 22 7 17
18th +6 Field Study 5d6(5d8) 23 7 18
19th +6 Discovery, ASI 5d6(5d8) 24 8 19
20th +6 Master Alchemist 5d8(5d10) 25 8 20
Class Features Base Brews
As an alchemist, you gain the following class features As a practitioner of the alchemical studies, you can
Hit Points create various brews. There are three base brews you
1d8 per alchemist level can make: Bombs, Potions, and Poisons.
Hit Dice:
8 + your Constitution modifier You can create a number of concoctions as shown on
Hit Points at 1st Level:
1d8 (or 5) + your the class table. Your brews begin with a die value of
Hit Points at Higher Levels:
Constitution modifier per alchemist level after 1st 1d6, and you gain an additional die at levels 5, 9, 13,
and 17.
Proficiencies Concoctions that require a save DC will have the
Armor: Medium armor, Light armor following:
Weapons: Simple Weapons Brew save DC = 8 + your proficiency bonus + your
Tools: Alchemist’s Supplies, Herbalism Kit, Poisoner’s Intelligence modifier
Kit, and one Tool
Saving Throws: Constitution, Intelligence
Bombs
Skills: Choose two from Arcana, History, Insight, Bombs deal bludgeoning damage to any occupants in a
Investigation, Medicine, Nature, Perception, Survival 10ft radius they are thrown in.
Equipment Range 30ft.
Effect Targets in the area must make a DEX save,
You start with the following equipment, in addition to taking full damage on a fail and half on a success.
the equipment granted by your background:
At level 10, your base bombs can be used as bonus
Any one simple weapons of your choice actions.
A simple ranged weapon
Choice of medium or light armor Potions
(a) explorer’s pack or (b) scholar’s pack Potions can be ingested by anyone as a bonus action.
An alchemist’s supplies, an herbalism kit, a Throwing the potion to heal someone takes an action
poisoner’s kit, and a tool of choice instead. If ingested, they restore hit points.
At level 10, you now add your INT modifier to the value
of your potions.
Poisons Discoveries
Poisons deal poison damage to targets successfully hit As you deepen your understanding of your creations,
with a weapon attck. If you hit with the poisoned you discover various formulas that can alter your brews.
weapon, the target must make a CON save, taking full You gain 3 discoveries at 3rd level, and you learn 1
damage on a fail and half on a success in addition to the additional discovery every 2 levels after. In addition, you
normal weapon damage. gain some discoveries determined by your archetype.
As an action, you can apply a poison to one melee Brew Points
weapon or three ammunition. Poisons lasts for one When you use one of your base brews you can alter the
minute on the weapon or ammunition when applied in brew with a discovery formula. Some discovery
combat, however may last an hour if applied outside of formulas may require more effort to create. This come
combat. The poison will remain on a melee weapon in the form of Brew Points. You have a number of Brew
until it expires or the first successful hit. The poison will Points equal to your Alchemist Level. You regain all
remain on ammunition until it expires or upon use of Brew Points after a long rest.
the ammunition.
At level 10, poisons can now apply the poisoned Abilitiy Score Increase (ASI)
condition. Creatures that succeed the saving throw, do When you reach 4th level, and again at 8th, 12th, 16th,
not become poisoned and are immune to this effect, but and 19th level, you can increase one ability score of your
not the damage,from this source for 24 hours. choice by 2 or you can increase two abilitiy scores of
your choice by 1. Alternatively, you can take a feat.
Quick Brews
With byproducts and leftovers from your base brews, Critical Concoctions
you learn how to make use of these materials, creating At 4th level, you’ve learned to add trace amounts of
quick brews. You learn additional quick brews as you catalyst-like materials in your brews, enabling small
further in alchemist levels as shown on the class table. chemical imbalances within them. For every brew used,
Quick brews that require a save DC will have the roll a d20. On a 20 your brew crits, if the brew use a die
following: to determine its effect, you double the amount of dice
Quick Brew save DC = 8 + your proficiency bonus + rolled. If the brew requires a saving throw, the targets
your INT modifier recieves a 1d4 penalty to its roll. If any other effects are
present in a brew, you may choose to double one effect
Fields of Study if appilcable, however you may only do so if it does not
use dice or a saving throw to determine its effect. If the
At 2nd level, you have learned how to perfect one of brew uses dice or a saving throw to determine its effect,
your brews to the point where it requires less effort to you may only choose one of the respective bonuses.
craft them. You choose a field of study based on one of
your brews (Grenadier, Doctor, or Poisoner). These Fast Hands
archetypes grant several features to your brews at At 5th level, you’ve adapted to work in high-octane
higher levels. In addition, they change the die value of environments, allowing and preparing you for the
one of your brews from a d6 to a d8. You gain your dangers ahead. You gain an additional bonus action.
archetype features at levels 2, 6, 10, 14, and 18.
Mundane Alchemy Alchemical Apparatus
All craftmans must practice their fundamentals to At
sharpen their skill.
At 2nd level, you can craft any adventuring gear with
the combat, consumable, or healing tags. You can make
a total amount of single items equal to your INT mod + You may use an extra concoction to double the damage
profciency bonus. die of any base concoction of your choice, and you may
Wonderous Concoctions also add your INT modifier to your quick brews.
At 3rd level, you can experiement with the nature of
your brews to discover and create additional effects to
your base brews.
Item Duplication Advanced Apparatus
At 7th level, you gain the the ability to duplicate any At 17th level,
magical consumable, given that item is craftable to
begin with. You must succeed a item DC in order to Master Alchemist
create such item. You must also gather the resources to
create the item as well, whether it be through foraging, At level 20, you have perfected all forms of alchemy.
farming, purchasing, etc. You must also have to have The die value of all your brews increases by 1 step (d6
experienced the item before i.e. drinking the potion, to d8, d8 to d10). In addition, the total cost of all
seeing someone else use the item, through examination discoveries is decreased by 1 (to a minimum of 1).
of the item. The following table states the DC needed
for the item based on its rarity.
Item DC Check = 1d20 + your proficiency bonus + your
Intelligence modifier
Alchemical Duplicate Item DC Table
Item Rarity DC
Common 5
Uncommon 10
Rare 15
Very Rare 20
Legendary 25
Artifact 30
Alchemical Expertise
At 9th level, you can choose two additional skill
proficienies from alchemist’s skill list.
Additionally, choose one of your skill proficiencies.
Your proficieny bonus is doubled for any ability check
you make that uses the chosen proficiency.
Font of Knwoledge
At 11th level, you are able to make more use of
ingredients for your brews. You regain half (rounded
down) of your total Brew Points on a short rest to a total
of your current maximum.
Eureka
At 13th level, you are able to maximize your
components to create powerful Elixers, You are able to
combine three brews or discoveries from your
alchemical focus (e.i Doctor, Grenadier, Poisoner) of
your choice into one powerful Elixer. This Elixer can be
stored and does not have a shelf life. You can have a
maximum of 3 Elixers on your person at any given time.
Marvelous Brews
At 15th level, now whenever you roll for Critical
Concoctions for your brews, you can now crit on a 19.
Additionally, whenever one of your brews crits, you
regain an amount of Brew Points equal to the amount
used to make that brew, if appilicable. Brew Points
recovered in this way may exceed your total Brew
Points but any amount above your total will be removed
upon taking a long rest.