Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Scientists who adopt the Alchemist archetype can create awesome chemical reactions and even coat their melee weapons with poison.

### **Tool Proficiency**

When you adopt this archetype at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain expertise instead.

### **Vial Slinger**

Also at 3rd level, when you take the attack action, or use an action to use one of your Elixir's or Potions, you can use a second concoction as a bonus action.

### **Coated weapons**

Beginning at 6th level, you can coat your weapon with either a poison Elixir or a weakness Elixir (provided you have one made), the weapon deals its base damage but deals 1d4 Poison Damage if you coat your weapon with the Poison Elixir or gives your enemy -2 to Strength Rolls if you coat your weapon with the weakness elixir. Once you reach 20th level, you can coat your weapon with the Elixir of the Virus which gives your Enemies the Infected Condition when you strike them.

### **Restorative Reagents**

Starting at 10th level, you can incorporate restorative reagents into some of your works:

* Whenever a creature drinks an elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). This does not work on harmful Elixir's such as Weakness and Poison.

### **Alchemy Formula**

Upon reaching 14th level, you can choose two Chemical Formula's from the list detailed at the end of this subclass description. You gain additional Formula's at 16th, 18th, and 20th levels.

### **Chemical Mastery**

By 20th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

* You gain resistance to poison damage, and you are now immune to the poisoned condition.
* you have advantage on saving throws to avoid the negative effects of explosives, poisons, and potions.

## **Chemical Formula's**

Below is a list of all the Chemical Formula's you can choose from. You get two at 14th level, and additional formula's at 16th, 18th, and 20th, level.

### **Chemical Bomb**

You craft a bomb that does either 1d6 Poison Damage, cold damage, or fire damage (Your Choice). The range is 30/50 Ft and explodes in a 10 Ft radius.

### **Lingering Potion**

When crafting a splash potion, you can spend a bonus action to craft it into a Lingering Potion. The Potions effect lasts for 10 Minutes on the ground and anyone standing there has to take the same effect for each turn they are within the area of effect. The Range is 20/30 Ft.

### **Mutant**

*Prerequisite: Level 18*

When you craft this, you can temporarily change a willing creature into an undead for 10 minutes. While they are undead, they are immune to all damage except that done to the head and their movement speed is halved. After 10 minutes, the return to their human form and all injuries they received while undead are healed. Whoever you use this on gains one level and exhaustion and this can't be done on anyone again until you finish a long rest.

### **Chemical Landmine**

You can hide chemical landmines in the surrounding area. They do 1d10 Poison, cold, or fire damage (your choice) when someone steps on one. They require a DC 15 Wisdom (Perception) check to spot or a Passive Perception score of 15 or higher. It takes one action to hide one and you can hide a number equal to half your proficiency bonus (rounded down), regaining all expended uses upon finishing a long rest.

### **Watchful Eye**

You can create a sort of "eye" that watches out for danger. If any undead or survivors come within 10 Ft of it, then it spews out a Poison like substance. All enemies within 10 Ft of it must succeed on a DC 15 Dexterity saving throw or take 2d6 Poison damage and get the poisoned condition for 1 minute.

### **Blindness**

A trap you can set up as an action. Anyone who gets within 10 Ft of this trap, get's spewed by a black substance. They must succeed on a DC 15 Dexterity saving throw or get the Blinded condition for 5 minutes.

### **Deafening Thunder**

A trap you can set up as an action. Anyone who gets within 10 Ft of this trap, triggers a deafening thunder-like noise. They must succeed on a DC 15 Constitution saving throw or become deafened for 5 minutes.

### **Emotionless**

A substance you can quickly scrap together as a bonus action that, while applied to your skin, negates all of your emotions. While this substance is applied, you automatically succeed any saving throws against being charmed or frightened. This substance lasts for 10 minutes.

### **Poison spray**

Poison gas like substance you can scrap together as an action. You can spray any creature within 5 Ft of you and they must succeed on a DC 10 Constitution saving throw or take 1d4 + half your proficiency bonus (rounded down) poison damage or become poisoned for 1 minute. The spray has five uses before you have to make another.

### **Blackout**

A liquid that, when applied to a towel and put over someone's mouth, prompts them to make a DC 15 Constitution saving throw or fall unconscious. It takes an action to use and has three uses before you have to make another.