Alchemist

Alchemists pursue the hidden properties of the material world, turning herbs, minerals, venoms, spirits, and stranger substances into tools of remarkable power. In the hands of a skilled Alchemist, a handful of powders can blind a charging warrior, an acrid flask can eat through armor, and a carefully prepared draught can keep an exhausted companion standing long after their strength should have failed.

Some devote themselves to destructive reactions, others to medicine or transformation, but every Alchemist learns to turn seemingly mundane materials into extraordinary results.

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, Medium armor, shields
  • Weapons: Simple weapons
  • Tools: Alchemist’s supplies, Herbalism kit
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Investigation, Medicine, Nature, or Survival
Equipment

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

  • (A) Leather armor, a dagger, an arcane focus (quarterstaff), an explorer’s pack, a herbalism kit, and 18 GP; or
  • (B) 50 GP.

Alchemist Class Features

LevelProficiency BonusClass FeaturesMaximum Brew GradeStable Brews KnownStable Brews CarriedAlchemical Formulae KnownConcoction Dice
1st+2Alchemical Focus, Unstable Concoction, Alchemical Brewing1221d6
2nd+2Alchemical Formulae13221d6
3rd+2Alchemical Discipline14321d6
4th+2Ability Score Improvement15321d6
5th+3Rapid Administration26432d6
6th+3Alchemical Discipline feature27432d6
7th+3Refined Mixtures28532d6
8th+3Ability Score Improvement, Quick Mixing29532d6
9th+4Replicated Potion310542d6
10th+4Alchemical Discipline feature310642d6
11th+4Enhanced Concoction311643d6
12th+4Ability Score Improvement311643d6
13th+5Emergency Reserves412753d6
14th+5Alchemical Discipline feature, Refined Mixtures improvement412753d6
15th+5Rejuvenating Draught413753d6
16th+5Ability Score Improvement413753d6
17th+6514864d6
18th+6514864d6
19th+6Ability Score Improvement515964d6
20th+6Philosopher’s Mastery515964d6

Level 1: Alchemical Focus

You gain proficiency with alchemist’s supplies and a herbalism kit. Your proficiency bonus is doubled for any ability check you make using either tool.

When you craft a common potion or poison, you do so in half the normal time and at half the normal cost, rounded up. In addition, you can drink a potion as a Bonus Action.

Level 1: Alchemy Attacks and Saves

Intelligence is your alchemical ability for your Alchemist features. You use your Intelligence whenever an Alchemist feature refers to your alchemical ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Alchemist feature and when making an attack roll with one.

Alchemy attack modifier = your proficiency bonus + your Intelligence modifier

Alchemy save DC = 8 + your proficiency bonus + your Intelligence modifier

Level 1: Unstable Concoction

You can rapidly create volatile mixtures from an effectively inexhaustible supply of basic reagents. As an Action, make a ranged attack using your Alchemy attack modifier against one creature within 40 feet of you. On a hit, the target takes acid damage equal to a roll of your Concoction Dice.

Your Concoction Dice increase as shown in the Alchemist Class Features table.

Level 1: Alchemical Brewing

At 1st level, choose a number of Grade 1 Stable Brew recipes equal to the number shown in the Stable Brews Known column of the Alchemist Class Features table. You learn additional Stable Brew recipes as that number increases. The Maximum Brew Grade column shows the highest grade of Stable Brew you can learn at each Alchemist level. Whenever you learn a Stable Brew, its grade can’t exceed your Maximum Brew Grade.

Grades. Some Stable Brew recipes have upgraded versions at higher grades. When you learn such a recipe, you also learn all its listed upgrades. Whenever you prepare a carried copy of that Stable Brew, choose its grade, which can’t exceed your Maximum Brew Grade.

Preparing your brews. When you finish a Long Rest, choose a number of Stable Brews you know equal to the number shown in the Stable Brews Carried column. These Brews form your carried loadout, which remains fixed until you finish your next Long Rest. You can carry multiple copies of the same Stable Brew or choose different Brews for each carried copy. Each carried copy of a Stable Brew can be used once, and you track its use separately. When you finish a Short Rest, each expended Stable Brew regains one use.

Using a Brew. Activating a Stable Brew requires an Action, unless its description says otherwise. When a Stable Brew refers to an ability modifier, it uses your Intelligence modifier rather than the affected creature’s modifier.

Stacking Effects. A creature can benefit from no more than two ongoing Stable Brew effects at the same time. If it would gain another effect from a Stable Brew while it already has two effects, the creature chooses one of its existing Stable Brew effects to end, replacing it with the new effect. A creature can benefit from only one ongoing Grade 4 or Grade 5 Stable Brew at a time.

Level 2: Alchemical Formulae

You learn two Alchemical Formulae of your choice from the Alchemical Formulae list. You learn additional Formulae when you gain Alchemist levels, as shown in the Alchemical Formulae Known column of the Alchemist Class Features table.

Whenever you gain an Alchemist level, you can replace one Alchemical Formula you know with another Formula for which you meet the prerequisites.

Level 3: Alchemical Discipline

You choose an Alchemical Discipline that defines your specialization: Grenadier, Transmuter, or Doctor. Your choice grants features at Alchemist levels 3, 6, 10, and 14.

Level 5: Rapid Administration

You can drink a Stable Brew or administer one to a willing creature within 5 feet of you as a Bonus Action, provided the Brew is normally consumed rather than thrown.

Level 7: Refined Mixtures

When a Stable Brew you drink or administer requires you to roll one or more dice to determine its effect, you can reroll any number of those dice. You must use the new rolls.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 8: Shared Stable Brew

When you administer an Alteration, Fortification, or Restoration Stable Brew that normally affects one willing creature, you can have it affect two willing creatures within 5 feet of you. If the Brew has a duration other than Instantaneous, its duration is halved for both creatures, rounded up to the nearest minute. You expend only one use of the Stable Brew when you use this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.

Level 9: Replicated Potion

You can recreate a known magic potion with remarkable precision. When you finish a Long Rest, you can create one potion of common or uncommon rarity without expending materials. You must have studied, consumed, or otherwise be familiar with the potion before being able to replicate it.

You can have only one potion created by this feature at a time; if you create another, the previous potion disappears.

Level 11: Enhanced Concoction

Once per turn when you hit a creature with your Unstable Concoction, you can apply one of the following effects to it:

  • Its Armor Class is reduced by 1 until the end of its next turn.
  • Its Speed is reduced by 10 feet until the end of its next turn.
  • It has disadvantage on the next attack roll it makes before the end of its next turn.

A creature can be affected by only one of these effects at a time. If a new effect takes place, the earliest one ends.

Level 13: Emergency Reserves

When you roll Initiative, count the unexpended uses among all the Stable Brews that you carry. If fewer than two uses remain, choose up to two expended carried copies; each chosen copy regains one use.

Level 15: Rejuvenating Draught

As an Action, you create and administer a powerful restorative mixture to yourself or one willing creature within 5 feet of you. The creature can immediately expend Hit Dice to regain Hit Points as though it were taking a Short Rest, and it regains expended uses of its features that normally recharge when it finishes a Short Rest. It also regains additional Hit Points equal to a roll of your Concoction Dice. The creature doesn’t otherwise finish a Short Rest.

Once a creature benefits from this feature, it can’t benefit from it again until it finishes a Long Rest. Once you use this feature, you can’t use it again until you finish a Long Rest.

Level 20: Philosopher’s Mastery

You have achieved true alchemical mastery. You gain all the following benefits:

  • The number of Stable Brews you can carry increases by four.
  • You learn one additional Alchemical Formula for which you meet the prerequisites.
  • Whenever you finish a Long Rest, choose acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type until you finish your next Long Rest.

Stable Brew List

Unless its description says otherwise, a Stable Brew requires an Action to activate. A Brew that is consumed affects the creature that drinks it or to which it is administered. Each Brew is classified by a numerical grade and one of five types.

Multiple instances of the same Stable Brew don’t stack. If a creature is affected by the same Stable Brew again while its effect is active, the duration resets instead.

Acid Bomb

Grade 3; Combat

When you throw this Brew, choose a point within 40 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your Alchemy save DC. On a failed save, a creature’s Armor Class is reduced by 2 for 1 hour. A creature can use an Action to remove the acid from itself or another creature within its reach, ending the effect on that creature.

Agile Brew

Grade 1+; Alteration

The creature that drinks this Brew has its Speed increased by 10 feet for 1 hour.

Upgrades. The Speed increase depends on the Brew’s grade: Grade 2: 15 feet; Grade 3: 20 feet.

Armor Potion

Grade 2+; Fortification

The creature that drinks this Brew gains a +1 bonus to Armor Class for 1 hour.

Upgrades. At Grade 3 or higher, the bonus to Armor Class increases to +2.

Darkvision Potion

Grade 1+; Alteration

The creature that drinks this Brew gains Darkvision with a range of 60 feet for 1 hour.

Upgrades. Grade 2 increases the Darkvision’s range to 120 feet. At Grade 3 or higher, that Darkvision can also see through magical darkness.

Elemental Resistance

Grade 2+; Fortification

Choose acid, cold, fire, lightning, or poison when you prepare this Brew. The creature that drinks it has resistance to the chosen damage type for 1 hour.

Upgrades. Grade 3: you can also choose force, necrotic, psychic, or radiant damage.

Fighter’s Potion

Grade 1+; Combat

The creature that drinks this Brew gains a 1d4 bonus to its weapon attack rolls for 10 minutes.

Upgrades. The bonus die depends on the Brew’s grade: Grade 2: 1d6; Grade 3: 1d8.

Flashbang

Grade 2; Combat

When you throw this Brew, choose a point within 40 feet of you. Each creature in a 20-foot-radius sphere centered on that point must succeed on a Constitution saving throw against your Alchemy save DC or have the Blinded condition until the end of its next turn.

Gluebomb

Grade 2; Field

When you throw this Brew, choose a point within 40 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your Alchemy save DC. On a failed save, a creature’s Speed becomes 0 until the end of its next turn. The area is Difficult Terrain for 1 hour, independently of a creature’s saving throw.

Healing Potion

Grade 1+; Restoration

The creature that drinks this Brew regains Hit Points equal to a roll of your Concoction Dice.

Upgrades. The Brew restores additional Hit Points based on its grade: Grade 2: +1d6; Grade 3: +2d6; Grade 4: +3d6; Grade 5: +4d6.

Reinforcement

Grade 1; Restoration

The creature that drinks this Brew gains Temporary Hit Points equal to a roll of your Concoction Dice + 1d6.

Savant’s Brew

Grade 4; Alteration

For 1 hour, the creature that drinks this Brew doubles its proficiency bonus for any ability check it makes that uses a skill proficiency, unless that proficiency bonus is already doubled.

Skilled Potion

Grade 1+; Alteration

The creature that drinks this Brew gains a 1d4 bonus to its ability checks for 1 hour.

Upgrades. The bonus die depends on the Brew’s grade: Grade 2: 1d6; Grade 3: 1d8; Grade 4: 1d10; Grade 5: 1d12.

Smiter’s Potion

Grade 1+; Combat

For 10 minutes, whenever the creature that drinks this Brew deals damage with a weapon attack, it deals an extra 1d4 damage.

Upgrades. The extra damage die depends on the Brew’s grade: Grade 2: 1d6; Grade 3: 1d8.

Smoke Bomb

Grade 1; Field

When you throw this Brew, choose a point within 40 feet of you. Thick smoke fills a 20-foot-radius sphere centered on that point. The area is Heavily Obscured for 10 minutes.

Aptitude Potion

Grade 2; Alteration

Choose one ability score when you prepare this Brew. For 1 hour, the creature that drinks it has advantage on skill checks made using the chosen ability.

Spellcaster’s Brew

Grade 3; Combat

The spell save DC of the creature that drinks this Brew increases by 1 for 10 minutes.

Strength Potion

Grade 3; Alteration

Choose one ability score when you prepare this Brew. The corresponding score of the creature that drinks the Brew increases by 2, to a maximum of 20, for 1 hour.

Sturdy Potion

Grade 2+; Fortification

Choose one ability score when you prepare this Brew. For 1 hour, the creature that drinks it has advantage on saving throws made using the chosen ability.

Upgrades. When you prepare this Brew at Grade 4 or higher, the creature also adds your Intelligence modifier to saving throws made using the chosen ability.

Talent Potion

Grade 1+; Alteration

Choose one skill when you prepare this Brew. For 1 hour, the creature that drinks it adds half its proficiency bonus, rounded down, to ability checks using that skill if the check doesn’t already include its proficiency bonus.

Upgrades. At Grade 2, the creature instead gains proficiency in the chosen skill for the duration. At Grade 3 or higher, choose two skills when you prepare the Brew; the creature gains proficiency in both skills for the duration.

Water Breathing Potion

Grade 2+; Alteration

The creature that drinks this Brew can breathe air and water for 1 hour.

Upgrades. The duration depends on the Brew’s grade: Grade 3: 6 hours; Grade 4: 12 hours; Grade 5: 24 hours.

Potion of Vulnerability

Grade 3; Combat

The creature is vulnerable to the next instance of damage it takes.

Flight

Grade 3; Alteration

The creature that drinks this Brew gains a Fly Speed of 30 feet for 10 minutes.

Rejuvenation Potion

Grade 2+; Restoration

For 1 hour, the creature that drinks this Brew can use a Bonus Action to regain 1d4 Hit Points. It can use this benefit a number of times equal to your proficiency bonus. After the final use, the Brew’s effect ends.

Upgrades. When the creature drinks this Brew, it also gains Temporary Hit Points based on the Brew’s grade: Grade 2: 1d6; Grade 3: 1d8; Grade 4: 1d10; Grade 5: 1d12.

Invulnerability Potion

Grade 5; Fortification

The creature that drinks this Brew has resistance to all damage for 1 minute.

Perfect Accuracy Potion

Grade 5; Combat

For 1 minute, the creature that drinks this Brew has advantage on every attack roll it makes, and disadvantage imposed on its attack rolls doesn’t negate that advantage.

Renewing Vitality Potion

Grade 5; Restoration

For 1 minute, the creature that drinks this Brew can use an Action to gain Temporary Hit Points equal to a roll of your Concoction Dice. It can use this benefit a number of times equal to your proficiency bonus. After the final use, the Brew’s effect ends.

Blindsight Potion

Grade 3; Alteration

The creature that drinks this Brew gains Blindsight with a range of 30 feet for 10 minutes.

Truesight Potion

Grade 5; Alteration

The creature that drinks this Brew gains Truesight with a range of 30 feet for 1 minute.

Verdant Field

Grade 1; Field

When you throw this Brew, choose a point within 40 feet of you. Vegetation surges from the ground in a 15-foot-radius sphere centered on that point. The area is Difficult Terrain for 1 minute.

Freeze

Grade 1+; Field

When you throw this Brew, choose a point within 40 feet of you. The ground in a 15-foot-radius sphere centered on that point freezes for 1 minute. Each creature in the area when it appears must succeed on a Dexterity saving throw against your Alchemy save DC or have the Prone condition. Whenever a creature moves at least 5 feet within the area, it must succeed on the same saving throw or have the Prone condition. A creature makes this saving throw only once per turn for each area created by this Brew.

Upgrades. When you prepare this Brew at Grade 2 or higher, a creature that fails a saving throw against the Brew also takes 1d6 cold damage.

Poison Cloud

Grade 2+; Field

When you throw this Brew, choose a point within 40 feet of you. A poisonous cloud fills a 15-foot-radius sphere centered on that point for 1 minute. A creature that starts its turn in the area must succeed on a Constitution saving throw against your Alchemy save DC or have the Poisoned condition until the start of its next turn.

Upgrades. When you prepare this Brew at Grade 3 or higher, a creature that fails the saving throw also takes 1d6 poison damage.

Fire Field

Grade 1+; Field

When you throw this Brew, choose a point within 40 feet of you. Flames engulf a 15-foot-radius sphere centered on that point for 1 minute. A creature must make a Constitution saving throw against your Alchemy save DC when it enters the area for the first time on a turn or starts its turn there. On a failed save, the creature takes 1d6 fire damage.

Upgrades. The fire damage depends on the Brew’s grade: Grade 2: 2d6; Grade 3: 3d6.

Alchemical Formulae

Close Alchemist

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your attack rolls with Unstable Concoction.

Splash Alchemist

You can concoct a more volatile blend of your Unstable Concoction. When you deal damage with your Unstable Concoction, creatures within 5 feet of it take half damage (rounded down).

You can use this feature a number of times equal to your proficiency bonus, regaining expended uses on a Long Rest.

Combat Alchemist

Once per turn when you hit a creature with Unstable Concoction, you can apply one of the following effects:

  • Opening. You have advantage on the next attack roll you make against the target before the end of your next turn.
  • Sapping. The target has disadvantage on the next attack roll it makes before the start of your next turn.
  • Toppling. The target must succeed on a Constitution saving throw against your Alchemy save DC or have the Prone condition.

You can’t apply an effect from this Formula and an effect from Enhanced Concoction on the same hit.

Elemental Unstable Concoction

Whenever you deal damage with Unstable Concoction, you can change its damage type to acid, cold, fire, lightning, or poison.

Arcane Unstable Concoction

Prerequisite: Level 9+ Alchemist

Whenever you deal damage with Unstable Concoction, you can change its damage type to force, radiant, or necrotic.

Penetrating Concoction

Prerequisite: Level 9+ Alchemist

Damage dealt by your Unstable Concoction ignores resistance.

Potent Unstable Concoction

Once per turn when you deal damage with Unstable Concoction, you can add your Intelligence modifier to one damage roll.

Reusable Brew

When you learn this Formula, choose one Stable Brew you know. When you expend a carried copy of the chosen Brew, roll your Concoction Dice. If any die rolls a 6, that copy regains one of its uses.

Once this Formula restores a Brew’s use, it can’t do so again until you finish a Long Rest.

You can learn this formula multiple times. Each time, choose a a different Stable Brew.

More Low Grade Brews

You gain one additional use of Brews graded 2 and below.