Homebrew (Alchemist)

## **Class Features**

#### **Natural Philosopher**

You have learned many things about alchemy during your studies. Starting at 1st level, you can add half your proficiency bonus, rounded up, to any skill check made to identify herbs, potions, poisons, or other alchemical substances. If you are proficient with such a skill, this bonus stacks with your normal proficiency bonus.

#### **Bombs**

At 1st level, you can create volatile alchemical bombs using your alchemist's supplies. Whenever you take a short or long rest, you can create a number of bombs equal to 10 plus twice your alchemist level. The cost of materials necessary to create these bombs is negligible. The statistics of a bomb are shown in the Bombs sidebar. After 24 hours, an unused bomb becomes inert.

Instead of making an attack with a bomb using the Attack action, once per turn you can take the Use an Object action to prime a bomb with explosive reagents and throw it, increasing the bomb's explosive potential and allowing you to deal additional damage. When you do so, you can add your Intelligence modifier, instead of Strength or Dexterity, to the bomb's damage roll. Additionally, when you throw a bomb in this way, its damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

When your bombs call for a saving throw, its save DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

#### **Bomb Formulae**

By 2nd level, your research has granted you insight into new alchemical formulations for your bombs. Select three bomb formulae from the Bomb Formulae section below. Once per turn, when you take the Use an Object action to throw a bomb, you can apply a formula to it.

When you gain certain levels in this class, you learn additional formulae of your choice, as shown in the Bomb Formulae Known column of the Alchemist table. Additionally, when you gain a level in this class, you can choose one of the formulae you know and replace it with another formula.

#### **Field of Study**

While all alchemists share a common knowledge base, most alchemists specialize into a particular field of study. When you reach 2nd level, you select your field of study, which grants you features at 2nd, 6th, 10th, and 18th level.

A formula granted by your field of study does not count against the total number of formulae you know.

#### **Reagent**

Starting at 3rd level, you have a collection of powerful alchemical reagents, represented by a pool of reagent dice, that you can spend to brew potions or magnify the power of your explosives.

**Reagent Dice**

You start with three reagent dice, which are d10s, and you gain additional reagent dice as you gain levels in this class, as shown in the Reagent Dice column of the Alchemist table. You regain all expended reagent dice when you finish a long rest.

When you take the Use an Object action to prime and throw a bomb, you can expend a number of reagent dice up to your proficiency modifier and add the dice to the bomb's damage roll.

**Brewing Potions**

You can spend 10 minutes and expend any number of reagent dice to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving throw, it uses your bomb save DC.

The number of reagent dice and the alchemist level required to brew a potion are given in the following table:

**Reagent Synthesis**

Once per day when you finish a short rest, you can regain all of your expended reagent dice that you have not used to brew potions.

#### **Discoveries**

In the course of your research, you have made a number of discoveries regarding the nature of alchemy. At 4th level, you gain two discoveries of your choice. When you gain certain alchemist levels, you gain additional discoveries of your choice, as shown in the Discoveries Known column of the Alchemist table.

Additionally, when you learn a new discovery, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

#### **Ability Score Improvement**

When you reach 4th level, and again at 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.

Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.

#### **Flashbang**

Beginning at 5th level, you carry a supply of concussive explosives which help you escape from perilous situations. As a bonus action, you can throw one of these explosives at your feet, disorienting and distracting nearby foes. Each creature within 5 feet of you can't take reactions until the start of its next turn.

#### **Evasion**

Beginning at 11th level, 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.

#### **Blast Coating**

Starting at 15th level, you automatically succeed on saving throws against your own bombs and never take damage from them.

#### **Philosopher's Stone**

At 20th level, you unlock the crowning achievement of all alchemy: a philosopher's stone, a dynamo of alchemical energy in a fist-sized glowing jewel. You can construct your philosopher's stone using your alchemist supplies, 1,000 gp worth of materials, and 1 week of work. You can only have one philosopher’s stone at a time and only you can gain the stone’s benefits. As long as you possess the stone, you gain the following benefits:

* Whenever you finish a short rest, you regain all expended reagent dice.
* Using the stone’s transmutation magic, you can brew potions as an action, instead of in 10 minutes.
* You age 10 times slower than normal, and your age cannot be magically changed.

Additionally, you learn the following formula, which doesn’t count against the total number of formulae you know:

**Arcane Implosion**

By replacing your bomb's explosive reagent with your philosopher’s stone, you can change it into an arcane implosion bomb. An arcane implosion bomb deals 10d10 + 100 force damage instead of its normal fire damage, has a blast radius of 1 mile, and completely destroys the philosopher’s stone. Additionally, each creature within the blast radius that fails its saving throw takes full damage, instead of half damage, and each creature that succeeds its saving throw takes half damage, instead of no damage.

## **Bomb Formulae**

Bomb formulae are summarized on the following table. If a bomb is exclusively available to one field of study, it will be marked with an asterisk. Unless otherwise stated, all bombs produce a loud boom, audible out to one mile. Bombs are presented in alphabetical order.

**Acid Bomb**

By mixing your bomb's explosive contents with a few drops of ardenflotic acid, a highly corrosive chemical, you can change it into an acid bomb. An acid bomb deals acid damage instead of fire damage and has d4 damage dice.

Additionally, the target, as well as each creature within the blast radius that fails its saving throw, takes the same amount of damage again at the end of its turn.

**Bramble Bomb**

By adding a potent fertilizer to your bomb's explosive contents, you can change it into a bramble bomb. A bramble bomb deals no damage, and instead causes tough, thorny brambles to sprout from any area of natural ground within the bomb's blast radius, which becomes difficult terrain.

Additionally, if a creature in the blast radius is prone when the bomb detonates, it is enveloped by the brambles and must make a Strength (Athletics) check opposed by your bomb save DC in order to move or stand. The brambles shrivel and die after 1 minute.

**Cryo Bomb**

By replacing your bomb's explosive reagent with a piece of Ice Nine, you can change it into a cryo bomb. A cryo bomb deals cold damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save.

Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has its speed decreased by 10 feet until the end of its next turn.

**Holy Bomb**

By adding a few drops of holy water to your bomb's explosive contents, you can change it into a holy bomb. A holy bomb deals radiant damage instead of fire damage and has d8 damage dice, unless the target is a celestial, fiend, or undead. The bomb's damage dice are d6's against celestials and a d12's against fiends and undead.

**Impact Bomb**

By replacing your bomb's explosive reagent with a more reactive one, you can change it into an impact bomb. An impact bomb deals force damage instead of fire damage and has d8 damage dice.

Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is pushed 5 feet away from the center of the blast.

**Lightning Bomb**

By replacing your bomb's explosive reagent with a charged piece of Aether crystal, you can change it into a lightning bomb. A lightning bomb deals lightning damage instead of fire damage and has d8 damage dice.

Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can't take reactions until the end of its next turn.

**Nonlethal Bomb**

By replacing your bomb's explosive reagent with a pouch of rubber pellets, you can change it into a nonlethal bomb. A nonlethal bomb deals bludgeoning damage instead of fire damage and has d8 damage dice. If damage from this bomb drops a creature to 0 hit points, it knocks the creature out, rather than dealing a killing blow, rendering the creature unconscious and stable.

Additionally, this bomb's rubber projectiles bounce around corners, ignoring half and three-quarters cover for targets within the blast radius.

**Oil Bomb**

By mixing your bomb's explosive contents with a few drops of a super-surfactant, you can change it into an oil bomb. An oil bomb does not deal damage, but coats each creature within the blast radius in a sticky, flammable oil. The next time a creature coated in oil takes fire damage, it takes an additional d6 damage for each die of fire damage rolled. Oil can be removed by dousing a creature with a gallon of water.

**Psionic Bomb**

By mixing your bomb's explosive contents with dust from a psionic crystal, you can change it into a psionic bomb. A psionic bomb deals psychic damage instead of fire damage, has d6 damage dice, and requires a Wisdom saving throw instead of a Dexterity save.

Additionally, the target, as well as each creature within the blast radius that fails its saving throw, makes saving throws to concentrate on spells with disadvantage until the end of its next turn.

**Quiet Bomb**

By replacing your bomb's explosive reagent with a wad of thermal cotton, you can change it into a quiet bomb. A quiet bomb has d8 damage dice. When this bomb detonates, it makes only a low thud, audible out to 10 feet, and releases a puff of smoke to mask the light given off by its blast. Creatures have disadvantage on ability checks to detect that this bomb was detonated nearby.

**Smoke Bomb**

By removing your bomb's explosive reagent entirely, you can change it into a smoke bomb. A smoke bomb deals no damage but fills a 10-foot radius sphere with smoke. This fog spreads around corners and its area is heavily obscured. It lasts for a number of rounds equal to your Intelligence modifier or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Once you throw one of these bombs, you can't throw another for 1 minute.

**Sonic Bomb**

By mixing your bomb's explosive contents with a few drops of air elemental essence, you can change it into a sonic bomb. A sonic bomb deals thunder damage instead of fire damage, has d6 damage dice, and requires a Constitution saving throw instead of a Dexterity save.

Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is deafened until the end of its next turn.

**Stink Bomb**

By adding a single drop of skunk hide, a chemical too unholy to expound upon, you can change it into a stink bomb. A stink bomb deals poison damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save.

Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on ability checks it makes before the end of its next turn.

**Teleportation Bomb**

By replacing your bomb's explosive reagent with a glowing Aether crystal, you can change it into a teleportation bomb. A teleportation bomb deals no damage and instead opens a rift in space, instantly teleporting you to its point of detonation, if it explodes within 30 feet of you.

**Withering Bomb**

By mixing your bomb's explosive components with a powerful desiccating agent, you can change it into a withering bomb. A withering bomb deals necrotic damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save.

Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can't regain hit points until the end of its next turn.

## **Discoveries**

If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you meet its prerequisites. You can only learn a discovery once, unless otherwise specified.

#### **Alchemical Gauntlet**

Using an intricate gauntlet with a series of tubes, piping and needles, you can more quickly administer potions and poisons. As a bonus action, you can inject a potion into yourself or a willing creature within 5 feet of you, granting the benefits of the potion as if it were drank normally. You can inject a potion into an unwilling creature with a successful melee attack.

#### **Alchemy of Ascendancy**

*Prerequisite: 17th level*

A breakthrough in your alchemical studies has revealed the formulation of several potent elixirs. You can brew the following potions:

 Oil of Etherealness
 Potion of Speed
 Potion of Stone Giant Strength

#### **Alchemy of Influence**

*Prerequisite: 13th level*

Your alchemical research has revealed many of the basic chemicals which govern emotions. You can brew the following potions:

 Philter of Love
 Potion of Clairvoyance
 Potion of Mind Reading

#### **Alchemy of Transformation**

*Prerequisite: 13th level*

You have mastered the alchemical secrets of shifting matter, which allow you to brew the following potions:

 Sandstone Solution
 Aqua Fortis
 Chameleon Concoction
 Potion of Gaseous Form

#### **Arcane Study**

You learn three cantrips of your choice from the wizard spell list. Your casting modifier for these cantrips is Intelligence.

#### **Battle Training**

You gain proficiency with martial weapons and shields.

#### **Clotting Agent**

You have developed a serum that protects you from harm. Your hit point maximum increases by your alchemist level + your Constitution modifier, and increases by 1 again whenever you gain a level in this class.

#### **Demolition Spree**

*Prerequisites: 13th level, Mad Bomber Field of Study*

When you take the Use an Object action to prime and throw a bomb, you can throw a number of bombs equal to the number of the bomb's damage dice, instead of only one. Each bomb you throw deals 1d10 damage plus your Intelligence modifier and can't target the same creature or space. You must spend reagent dice separately on these bombs and can apply a bomb formula to only one of them.

#### **Explosive Missile**

As a bonus action on your turn, you can load one of your bombs onto the head of a crossbow bolt. Instead of its normal damage, this bolt deals damage as if you had primed and thrown a bomb as an action, but does not have a blast radius. Only one of your bombs can be loaded onto a bolt at a time and you can't fire an explosive bolt if you have already thrown a bomb on your turn.

#### **Fey Toxins**

*Prerequisite: Poison Discovery*

Due to your research in the realm of toxins and poisons, you have uncovered a number of compounds that fey typically use to create rare poisons.

 Concentrated Euphoria Gas
 Fairy Sugar
 Quintessence

#### **Fire Brand**

You can mix your bomb's reagents together and apply the fiery concoction to a melee weapon you are holding as a bonus action. Until the end of your turn, this melee weapon deals an additional 1d6 fire damage on a hit. This bonus damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6.)

#### **Fire in the Hole**

*Prerequisite: 9th level*

You have tweaked your bomb’s formula to increase its explosive yield. Your bomb save DC increases by half your proficiency bonus, rounded down.

#### **Fortified Serum**

*Prerequisites: 13th level, Apothecary Field of Study*

Whenever a creature regains hit points by drinking one of your potions, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the end of its next turn.

#### **Grenadier**

When you take the Use an Object action to prime and throw a bomb, you can use your bonus action to make an attack with a weapon that isn't two-handed.

#### **Lazarus Bolt**

*Prerequisite: 9th level*

You've discovered a radical necromantic workaround: restoring life with direct electricity to the heart. As an action, you can drive a bolt into the torso of a creature that has died within the last minute and shock it back to life. That creature returns to life with 1 hit point. This feature can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs.

Once you use this ability, you can’t use it again until you finish a long rest.

#### **Magnified Blast**

*Prerequisite: 17th level*

Thanks to a new internal design for your bombs, you can expand its blast radius along with its magnitude. Whenever you add reagent dice to your bomb’s damage, you can also choose to expand the bomb’s blast radius by a distance of up to 5 feet per two reagent dice spent.

#### **Poisoner**

Thanks to your research into poisonous compounds, you've learned how to concoct lethal toxins. You gain proficiency with the poisoner's kit. Additionally, you can craft the following poisons when you brew potions, which use your bomb save DC instead of their normal save DC:

 2x Antitoxin
 Potion of Poison
 Oil of Taggit
 Serpent Venom

#### **Precision Explosives**

You have modified your bombs to have narrow gaps in their explosions, perfect for keeping some creatures safe from the blast. You can choose one creature in the blast radius of a bomb other than the target to automatically succeed its saving throw against the bomb and take no damage from it.

#### **Reactionary Gulp**

*Prerequisite: 17th level*

By keeping your potions organized on a bandolier or in a series of pouches, you can quickly draw them in a moment’s notice. Immediately after you take damage from a creature you can see, you can use your reaction to drink a potion.

#### **Recycled Potions**

*Prerequisite: 9th level*

When you brew potions, you can distill those you have already brewed, recovering the reagents stored within. You can convert brewed potions into reagent dice and you can choose to expend those dice to create new potions. You can’t gain more than your maximum number of reagent dice using this ability.

#### **Tri-Mutation**

*Prerequisites: 13th level, Mutagenist Field of Study*

You’ve developed a powerful, but fleeting way of blending your mutagens together. When you inject yourself with a mutagen, you can choose to inject a tri-mutagen, which grants you the benefit of all your mutagens at once. This benefit lasts for 1 minute, or until you use your bonus action to inject yourself with a different mutagen. Once you use this ability, you can’t use it again until you finish a long rest.

## **Fields of Study**

All alchemists learn the basics of their science: the elements, chemical reactions, and alchemical formulae. Beyond that, alchemists pick up a specialty which they practice and research in depth. Some focus on the healing arts, and some focus on destruction, where others focus on research or potion-brewing. Fields of study are as varied as the alchemists which research them and have applications equally as diverse.

### **Amorist**

The study of mind-affecting alchemy is a delicate one, practiced only by a small number of alchemists, known as amorists. Often called “love doctors” by their clientele, amorists specialize in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far their most popular product, amorists can also craft pungent pheromone bombs which can even soften the hearts of terrible monsters.

#### **Bonus Proficiencies**

When you select this field of study at 2nd level, you gain proficiency in the Deception and Persuasion skills.

#### **Formula: Pheromone Bomb**

Starting at 2nd level, you can craft pheromone bombs. By replacing your bomb's explosive reagent with a potent pheromone you can change it into a pheromone bomb. A pheromone bomb deals requires a Wisdom saving throw instead of a Dexterity save. The bomb deals no damage, and instead causes the target, as well as each creature within the blast radius that fails its saving throw, to be charmed by you until the end of its turn or it takes damage.

#### **Magnetic Personality**

Starting at 6th level, you can add your Intelligence modifier to Charisma checks that you make.

#### **Alchemical Perfume**

Beginning at 10th level, you wear an aromatic mind altering perfume which endears others to you. When a hostile creature within 5 feet of you makes an attack roll against you, it must make a Wisdom saving throw against you bomb save DC or have disadvantage on the attack roll. Once a creature succeeds on this saving throw, it is immune to this effect for 24 hours. Creatures which are immune to being charmed automatically succeed this save.

#### **Alchemical Romance**

Starting at 18th level, during a long rest, you can spend 4 reagent dice to make an extremely potent potion of true love. This potion acts much like a philter of love, except that when you make the potion, you choose the creature the target regards as its true love, provided the target knows the creature or meets it within 24 hours of consuming the potion. Additionally, this effect lasts indefinitely, ended only when you make a new potion of true love, or the effect is removed with a remove curse spell or similar magic. When this potion’s effects are ended on a target, it regards the creature it once loved with total disgust, and can never love that creature again.

### **Apothecary**

Many practically-minded alchemists assume the role of the apothecary, for adventuring parties always needs a healer, and clerics might be in short supply. During their downtime, such alchemists have a marketable skill to depend upon for income and can do an indisputable amount of good with their knowledge. Apothecaries are constantly at work studying potions and herbology, preferring to learn how to mend the body, rather than destroy it.

#### **Bonus Proficiencies**

When you choose this field of study at 2nd level, you gain proficiency with the Medicine skill.

#### **Formula: Painkiller Bomb**

At 2nd level, you can create painkiller bombs. By mixing your bomb's explosive reagent with a slurry of analgesic oil, you can change it into a painkiller bomb. A painkiller bomb deals no damage, and instead grants each creature within its blast radius temporary hit points equal to 1d8 plus half your alchemist level, which last until the end of your next turn. This bomb has no effect on constructs and undead.

#### **Potion Toss**

Starting at 6th level, you’ve developed a chemical mechanism to deliver potions more effectively to distant allies. You can use your action to hurl a potion at a willing creature within 20 feet of you. The target gains the benefit as if they had drank the potion normally.

#### **Self-Medication**

By 10th level, you’ve tested out your own tolerances to painkillers such that you can take a small measure regularly without ill effect. Whenever you drink a potion that has the effect of restoring your hit points (even if you already have all of your hit points), you gain advantage on saving throws until the end of your next turn.

#### **Alchemical Resurrection**

Starting at 18th level, your medicines are potent enough to rouse the dead. By using your action to mix 500 gp worth of diamond dust into a *Potion of Superior Healing* or a *Potion of Supreme Healing*, you create a *Potion of Raise Dead*. Pouring this concoction on a humanoid corpse that has been dead no longer than 10 days as an action causes the effect of the *Raise Dead* spell.

### **Mad Bomber**

While many "mad bombers" aren't actually mad, it takes a special kind of crazy to devote one's life to studying explosives. Most alchemists who specialize in this field are incorrigible pyromaniacs who take great pleasure in burning, blasting, and blowing things up. Mad bombers are always working to improve their bombs' effectiveness.

#### **Blasting Specialty**

Starting when you choose this field of study at 2nd level, your bombs deal double damage to objects and structures.

#### **Formula: Shrapnel Bomb**

At 2nd level, you can create shrapnel bombs. By augmenting your bomb's explosive reagent with metal bearings, you can change it into a shrapnel bomb. A shrapnel bomb deals piercing damage instead of fire damage, has d8 damage dice, and explodes in a 10-foot radius.

#### **Timed Demolition**

At 6th level, you’ve learned how to set bombs to explode on a delay. When you take the Use an Object action to prime a bomb and throw it, you can set a duration for its detonation, which can be any number of rounds (any increment of 6 seconds) up to one minute. Following this duration, the bomb detonates at the end of your turn.

#### **Blast Shield**

Starting at 10th level, you have developed an elemental plating to protect you from hazardous energies. You gain resistance to your choice of acid, cold, fire, or lightning damage and can change your selection whenever you finish a long rest.

#### **Formula: Black Powder Bomb**

Beginning at 18th level, you can craft the dreaded black powder bombs. By replacing your bomb's explosive reagent with a charge of black powder, you can change it into a black powder bomb. A black powder bomb has d12 damage dice.

### **Mutagenist**

The study of alchemy is fundamentally the study of transformation. All alchemists transmute mundane materials into magical substances: potions, elixirs, and bombs, yet some take it one step further. You have discovered the secrets of the mutagen, the very keystone of transmutation, which allows you to transform your very body, gaining supernatural strength or speed, sprouting additional limbs or claws, or thickening your skin into a stony aegis.

#### **Bonus Proficiencies**

At 2nd level, you gain proficiency in your choice of the Acrobatics or Athletics skill, as well as in the use of shields.

#### **Mutagen**

Beginning at 2nd level, you can use your bonus action to inject yourself with a powerful transmutative potion known as a mutagen. You gain one of the following benefits of your choice for 1 minute, or until you use your bonus action to inject yourself with a different mutagen:

* **Strength.** Your Strength score increases by 3, to a maximum of 20. Additionally, you sprout claws, fangs, spines, horns, or a different natural weapon of your choice. You can use this natural weapon to make unarmed strikes. On a hit, you deal damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage of this attack is bludgeoning, piercing, or slashing, as appropriate for the natural weapon.

* **Dexterity.** Your Dexterity score increases by 3, to a maximum of 20. Additionally, your movement speed increases by 5 feet.

* **Constitution.** Your Constitution score increases by 3, to a maximum of 20. When you gain this increase, your current and maximum hit points increase accordingly with your new Constitution score, but when this effect ends, both your current and maximum hit points decrease by the same amount.

#### **Shared Mutagen**

At 6th level, you’ve created a formulation of your mutagens generic enough to safely be injected into others. You can use your action and spend a reagent die to inject a willing creature within 5 feet of you with a mutagen of your choice. A creature can only be under the effect of one mutagen at a time. Once you have injected another creature with a mutagen, you can’t do so again until the original mutagen ends.

#### **Advanced Mutation**

Starting at 10th level, whenever you inject yourself with a mutagen, you can choose one of the following additional mutations:

* **Hyperelastic.** Your flesh takes on a rubbery quality, allowing you to bend and stretch with ease. Your melee weapon attacks gain the Reach property, if they did not already have them. Additionally, you have advantage on ability checks you make to escape grapple or slip binds.

* **Mucilaginous.** Your skin secretes a thick, extremely sticky substance which helps you adhere to objects. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have a climbing speed equal to your walking speed. Additionally, creatures have disadvantage on ability checks made to escape grapple with you.

* **Polybrachia.** You grow a pair of additional arms. These arms are fully functional and can be used to hold weapons and shields (allowing you to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant you any additional actions.

#### **Mutated Blood**

By 18th level, your mutagens have permanently altered your biology. Choose Strength, Dexterity, or Constitution. This ability score increases by 2 and its maximum becomes 22. Once you have chosen an ability score, this selection can’t be altered.