Full Disclosure

The alchemy die was a concept I read in another alchemist homebrew while researching if a decent homebrew alchemist already existed (referred to in that version as Concoction Die).  While I liked some of what that version did (I actually like it better then what Tasha’s gave us for an alchemist), I wanted to add more versatility into the class and built this.  I would love to credit the creator of the homebrew that inspired parts of this class, but I do not know who created it and cannot find the original creator for the life of me.  If you know, please leave a comment below so I can give credit where it’s due.

Alchemist

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Study and Research

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Innate Arcana

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Creating an Alchemist

As you build your alchemist, think about how you want your studies to reflect your character.  Are you a simple healer with a home grown assistant?  Or are you a mad bomber who poisons those that get too close?  Why did you get into the alchemical arts and what grand endeavors do you hope to achieve at the end of your research?

Whether alchemy is a hobby or life defining career, how do your studies reflect you and how do you get them to synergize with your own unique application of them?

Quick Build

You can make an alchemist quickly with the following suggestions.  First, make Intelligence your highest ability scores.  Your next highest ability score should be Dexterity.  Second, choose the Hermit Background.  For your studies take Bombs and Cognatogen, then at 2nd level take Grenadier focus and at 3rd level take the Smart Bomb discovery.

The Alchemist Table

Level Proficiency Bonus Alchemy Die Features
1st +2 1d4 Alchemical Studies
2nd +2 1d4 Alchemical Focus, Alchemical Focus Feature
3rd +2 1d4 Discovery
4th +2 1d4 Ability Score Improvement
5th +3 2d4 Discovery
6th +3 2d4 Alchemical Focus Feature
7th +3 2d4 Discovery
8th +3 3d4 Ability Score Improvement
9th +4 3d4 Discovery
10th +4 3d4 Alchemical Focus Feature
11th +4 3d4 Discovery
12th +4 3d4 Ability Score Improvement
13th +5 4d4 Discovery
14th +5 4d4 Alchemical Focus Feature
15th +5 4d4 Discovery
16th +5 4d4 Ability Score Improvement
17th +6 5d4 Discovery
18th +6 5d4 Alchemical Focus Feature
19th +6 5d4 Discovery
20th +6 5d4 Grand Discovery

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

Proficiencies

Armor: Light Armor

Weapons: Simple weapons, hand crossbows, and rapiers

Tools:  Herbalism Kit, Poisoner’s Kit

Saving Throws: Constitution, Intelligence

Skills: Choose two from Insight, Investigation, Medicine, Nature, Perception, Persuasion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any simple weapon
  • (a) an explorer’s pack or (b) a scholar’s pack.
  • (a) an herbalism kit or (b) a poisoner’s kit
  • Leather Armor

Alchemical Studies

Through years of research, you gain access to 2 of the alchemical studies below.  You also gain an Alchemy Die starting at 1d4 that increases as you level as shown on the alchemist level table.  Once chosen, your alchemical studies cannot be changed.  If an alchemical study calls for a creature to make a saving throw, the DC is as follows:

  • Alchemists’s DC = 8 + proficiency bonus + your Intelligence modifier

Bombs

You have learned the secrets of how to harness explosive compounds and use them to your advantage. You gain proficiency in Thrown Weapons.

Bombs cost 1 Alchemy point to use, have a range of 30 feet and deal damage equal to your Alchemy Die + your Proficiency Bonus. Bombs also deal splash damage in a 5ft radius from the target creature on a successful hit. This damage is equal to the number of alchemy dice the bomb dealt + your Proficiency Bonus.

Creatures in the splash area can make a Dexterity saving throw to only take half damage. If a bomb misses it’s target, it does not explode and the Alchemy Point is still expended. Bombs are simple weapons with the thrown weapon property. Bombs can deal Acid, Fire, Ice, or Lightning damage. This damage type is chosen at 1st level when you select this study and cannot be changed. Making a Bomb is a Bonus Action.

Cognatogens

You have learned how to create a concoction that expands your mental capabilities for a time. Creating a cognatogen costs 1 Alchemy Point and the effects last for 10 minutes. Only you can drink your cognatogen. Anyone else that drinks it gains the poisoned condition for 10 minutes instead. While under the effects of a cognatogen, you get the following effects.

  • Gain +2 on any roll that includes your Intelligence Modifier
  • Take -1 off any roll that adds your Strength Modifier.

Making a cognatogen is a bonus action and drinking it is an action.

Homunculi

You have learned the secrets of creating artificial life that is linked to the essence of your being. 

You may only have one Homunculi active at a time. Creating a Homunculi takes the entirety of a long rest to incubate from your own blood.  At the end of a long rest where you incubated a homunculi, you may spend 1 alchemy point to bring the creature to life, binding it to your will to follow your every command.

Homunculi have no Intelligence and will only follow commands from the alchemist that created it, though it will not be hostile if approached.  The homunculi will follow simple commands given by it’s creator, but cannot speak or communicate in any way.

Homunculi have a max Hit Point value equal to half the max Hit Points of the alchemist that created it (rounded down).  When a Homunculi reaches 0 HP, it dissolves into nothing.  Homunculi have no proficiency bonus and cannot attack. 

Incisions

You have learned the art of how bodies works and how best to dissect them. When you succeed in an attack roll against another creature, you can spend 1 alchemy point to add your Alchemical Die to your damage roll. You must be using a finesse weapon to apply this extra damage.

Mutagens

You have learned how to create a mutagen that expands your physical capabilities for a time. Creating a mutagen costs 1 alchemy point and the effects last for 10 minutes. Only you can drink your mutagen. Anyone else that drinks it gains the poisoned condition for 10 minutes instead. While under the effects of a mutagen, you get the following effects.

  • Gain +2 on any roll that adds your Strength Modifier
  • Take -1 off any roll that adds your Intelligence Modifier.

Making a mutagen is a bonus action and drinking it is an action.

Poison

Your research into poisons and how they work allow you to coat your weapons with a poison of your own design.  You can spend 1 alchemy point to apply this poison to any one piercing or slashing weapon as a bonus action.  The poison remains active on the weapon for a number of rounds equal to your proficiency modifier before becoming inert.  You cannot stack multiple poisons on a single weapon, but more then one weapon can have a poison on it at the same time.

Any creature damaged by a weapon coated in the poison while it’s active takes additional poison damage equal to your alchemy die. The creature may make a Constitution saving throw to only take half the damage from your poison 

Any round that a creature takes damage from your poison, they are considered to be under the effects of your poison for the purpose of any discoveries that effect your poison. 

Potions

You have spent years dedicated to the healing arts of alchemy.  As a bonus action, you may spent 1 alchemy point to create a potion that will heal a creature for an amount equal to your alchemy die + your proficiency bonus.  The potion only stays active for 10 minutes before becoming inert.  Drinking the potion is an action.

Alchemical Focus

At 2nd level, you choose which study you wish to put a majority of your effort into perfecting.  Choose one Alchemical Focus at the end of the class description.  The arcehtype you choose grants you abilities at 2nd level and again at 6th, 10th, 14th and 18th level.

Discovery

When you reach 3rd level and again at 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th level, your continued research into the alchemical arts grants you a discovery.  Choose 1 Discovery from the list of Discoveries that you qualify for.

Ability Score Improvement

When you reach 4th level and again at 8th, 12th and 16th, 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.

Using the optional feats rules, you can forgo taking this feature to take a feat of your choice instead.

Grand Discovery

When you reach 20th level you gain access to a Grand Discovery from the list of Discoveries.  You may only choose 1 and once chosen, it cannot be changed.

Alchemical Focuses

There are many schools of study in the alchemical arts, and many paths those studies can take you down.  The alchemical focus you choose will define your specialty as an alchemist.

Beastmorph

Beastmorph alchemists fuse the feral power of animals with their Mutagens, temporarily transforming their bodies into a hybrid of themselves and a variety of beasts.  You must have access to the Mutagen Study to take this focus.

Mutagen Focus

At level 2, a Beastmorph’s mutagens use d6s instead of d4s for it’s alchemy die.

Beast Mutagen

At 2nd level you may choose 1 ability from the list below when you use your mutagen in addition to the mutagen’s other effects:

  • Swim 30 feet
  • Darkvision 60 feet
  • Low-light vision
  • Scent (Advantage on skill check that use your character sense of smell)
  • 2 Claw Attacks (slashing, damage equal to alchemy die + your strength modifier)
  • Bite attack (Piercing, damage equal to alchemy die + your strength modifier)
  • Tail Whip (Bludgeoning, damage equal to alchemy die + your strength modifier)
  • Base AC of 11 before armor and/or modifiers

 

Improved Beast Mutagen

At 6th level you may choose 2 abilities from the list below when you use your mutagen in addition to the mutagen’s other effects:

  • Climb 30 feet
  • Fly 30 feet
  • Swim 30 feet
  • Darkvision 60 feet
  • Low-light vision
  • Scent (Advantage on skill check that use your character sense of smell)
  • 2 Claw Attacks (slashing, damage equal to alchemy die + your strength modifier)
  • Bite attack (Piercing, damage equal to alchemy die + your strength modifier)
  • Tail Whip (Bludgeoning, damage equal to alchemy die + your strength modifier)
  • Multiattack (You make 3 attacks with your attack action.  2 claws and one bite.  You can only take this ability if you have 2 claw attacks and a bite attack.)
  • Base AC of 11 before armor and/or modifiers

Greater Beast Mutagen

At 10th level you may choose 3 abilities from the list below when you use your mutagen in addition to the mutagen’s other effects:

  • Climb 60 feet
  • Fly 60 feet
  • Swim 60 feet
  • Darkvision 90 feet
  • Low-light vision
  • Scent (Advantage on skill check that use your character sense of smell)
  • 2 Claw Attacks (slashing, damage equal to alchemy die + your strength modifier)
  • Bite attack (Piercing, damage equal to alchemy die + your strength modifier)
  • Tail Whip (Bludgeoning, damage equal to alchemy die + your strength modifier)
  • Multiattack (You make 3 attacks with your attack action.  2 claws and one bite.  You can only take this ability if you have 2 claw attacks and a bite attack.)
  • Base AC of 11 before armor and/or modifiers
  • Grab (When you successfully hit with a claw, bite or tail whip attack, you may make a grapple attempt as a bonus action.)
  • Pounce (If you move more then 20 feet in a round before hitting a creature with your claw attack, the target must make a Strength saving throw or be knocked prone.)

Grand Beast Mutagen

At 14th level you may choose 4 abilities from the list below when you use your mutagen in addition to the mutagen’s other effects:

  • Burrow 30 feet
  • Climb 90 feet
  • Fly 90 feet
  • Swim 90 feet
  • Blindsense 30 feet
  • Darkvision 90 feet
  • Low-light vision
  • Scent (Advantage on skill check that use your character sense of smell)
  • 2 Claw Attacks (slashing, damage equal to alchemy die + your strength modifier)
  • Bite attack (Piercing, damage equal to alchemy die + your strength modifier)
  • Tail Whip (Bludgeoning, damage equal to alchemy die + your strength modifier)
  • Multiattack (You make 3 attacks with your attack action.  2 claws and one bite.  You can only take this ability if you have 2 claw attacks and a bite attack.)
  • Base AC of 12 before armor and/or modifiers
  • Constrict (When you make a successful grapple check against another creature, automatically deal damage equal to your alchemy die + your Strength modifier.)
  • Ferocity (You do not fall unconscious when reaching 0 Hit Points.  Instead, each time you take an Attack action, gain a level of exhaustion.  Continue making Death Saves as normal as well.  If you reach 3 failed death saves or 6 levels of exhaustion, you still die as normal.)
  • Grab (When you successfully hit with a claw, bite or tail whip attack, you may make a grapple attempt as a bonus action.)
  • Rend (If you hit with 2 or more natural attacks in 1 round against a single creature, you may deal additional damage as a bonus action equal to your alchemy die + your strength modifier.)
  • Pounce (If you move more then 20 feet in a round before hitting a creature with your claw attack, the target must make a Strength saving throw or be knocked prone.)
  • Increase Size by 1 category

 

Perfected Beast Mutagen

At 18th level, you become the perfect animal hybrid creature.  Choose 5 abilities from the list below when you use your mutagen in addition to the mutagen’s other effects:

  • Burrow 60 feet
  • Climb 90 feet
  • Fly 120 feet
  • Swim 120 feet
  • Blindsense 60 feet
  • Darkvision 90 feet
  • Low-light vision
  • Scent (Advantage on skill check that use your character sense of smell)
  • Tremorsense 60 feet
  • Breath Weapon (30 foot cone, damage equal to alchemy die, DC for half.  Choose Fire, Ice, Acid, or Lightning at time of drinking mutagen.)
  • 2 Claw Attacks (slashing, damage equal to alchemy die + your strength modifier)
  • Bite attack (Piercing, damage equal to alchemy die + your strength modifier)
  • Tail Whip (Bludgeoning, damage equal to alchemy die + your strength modifier)
  • Multiattack (You make 3 attacks with your attack action.  2 claws and one bite.  You can only take this ability if you have 2 claw attacks and a bite attack.)
  • Base AC of 13 before armor and/or modifiers
  • Constrict (When you make a successful grapple check against another creature, automatically deal damage equal to your alchemy die + your Strength modifier.)
  • Ferocity (You do not fall unconscious when reaching 0 Hit Points.  Instead, each time you take an Attack action, gain a level of exhaustion.  Continue making Death Saves as normal as well.  If you reach 3 failed death saves or 6 levels of exhaustion, you still die as normal.)
  • Grab (When you successfully hit with a claw, bite or tail whip attack, you may make a grapple attempt as a bonus action.)
  • Rend (If you hit with 2 or more natural attacks in 1 round against a single creature, you may deal additional damage as a bonus action equal to your alchemy die + your strength modifier.)
  • Pounce (If you move more then 20 feet in a round before hitting a creature with your claw attack, the target must make a Strength saving throw or be knocked prone.)
  • Increase Size by 1 category

Doctor

Some Alchemist focus purely on the healing side of the craft, making themselves useful allies in the deepest of dungeons.  You must have access to the Potion study to take this focus.

Potion Focus

At level 2, a Doctor’s potions use d6s instead of d4s for it’s alchemy die.

Healthy Body

At 2nd level, you have learned how to stave off disease, toxins and live a healthier life.  You gain advantage on all Saving Throws to resist disease and poisons.  You also gain 1 additional Hit Point per level.

Concentrated Compound

At 6th level, you learn how to make a concentrated potion for a healing boost.   Once per long rest, you can make a potion that does twice the healing of your normal potions.  Doing this still only cost 1 alchemy point, but cannot be done again until you complete a long rest. 

Potion of Revival

At 10th level, you learn how to make a potion that can revive the recently slain.  At the cost of 4 alchemy points, you can create a potion that has the same effects as the spell Revivify. 

Potion of Resurrection

At 14th level, your uphill struggle against death has produced the Potion of Resurrection.  At the cost of 5 alchemy points, you can create a potion that has the same effect as the spell Raise Dead.

Potion of Life

At 18th level, you have become a force against death like no other.  At the cost of 7 alchemy points, you can create a potion that has the same effect as the spell Resurrection, only after creating this potion you are unable to create any more potions until you complete a long rest, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Grenadier

While some want to watch the world burn, Grenadiers want to blow it up.  You must have access to the Bomb study to take this focus

Bomb Focus

At level 2, a Grenadier’s bombs use d6s instead of d4s for it’s alchemy die.

Persistant Bomb

At 2nd level, you learn how to draw out the effects of your bombs.  When you successfully hit a creature with your bomb, it deals additional damage at the beginning of that creatures next turn equal to the number of alchemy dice you have + your proficiency modifier.

Concussive Explosion

At 6th level, your bombs get even louder.  When you successfully hit a creature with your bomb, that creature plus any creatures in the splash radius must make a Strength Saving Throw or be knocked prone.

Targeted Bomb

At 10th level, you learn to make a bomb that focuses all your destructive capability into a single 5 foot area.  When you successfully hit a creature with a bomb, you may choose to forgo any splash damage to instead double all modifiers against the targeted creature.

Bigger Bomb

At level 14, your bombs get even more deadly.  Increase your alchemical die from d6s to d8s.

Mad Bomber

At 18th level, you can expend 2 alchemy point instead of 1 to create 2 bombs as a bonus action.  You also gain the ability to throw an extra bomb as part of your attack action.

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