Alchemist (VSoS)

As an alchemist, you gain the following class features.

* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per alchemist level after 1st

#### Proficiencies

* **Armor:** Light armor
* **Weapons:** Simple weapons, bombs
* **Tools:** Alchemist’s supplies, herbalism kit ----
* **Saving Throws:** Dexterity, Intelligence
* **Skills:** Choose three from Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, and Survival

#### Equipment

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

* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) an explorer’s pack or (b) a scholar’s pack
* Alchemist’s supplies and (a) a vial of acid, (b) a vial of alchemist’s fire, or (c) a vial of basic poison
* Leather armor and a dagger

## 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 ability check you make to identify herbs, potions, poisons, or other alchemical substances. If the ability check already includes your proficiency bonus, you can add this bonus in addition to your normal proficiency bonus.

## Bombs

At 1st level, you can create volatile alchemical bombs using your alchemist’s supplies. Whenever you finish a short or long rest, you can create a number of bombs equal to 10 + twice your alchemist level. For you the cost of materials necessary to create these bombs is negligible. After 24 hours, an unused bomb becomes inert. The statistics of a bomb are shown in the Bomb sidebar above. Priming Bombs. Once per turn you can take the Use an Object action to prime a bomb with explosive reagents and make an attack with it, increasing the bomb’s explosive potential. When you do so, you can add your Intelligence modifier, instead of 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).

**Saving Throws.** When you throw a bomb, the save DC for its blast radius is calculated as follows: Bomb save DC = 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. Once per turn when you prime a bomb, you can apply a formula to it. Applying a formula sometimes changes all of the damage dice rolled for a bomb, but also grants it special effects. 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 doesn’t count against the total number of formulae you know.

* Amorist
* Apothecary
* Dynamo Engineer
* Mad Bomber
* Mutagenist
* Ooze Rancher
* Venomsmith
* Xenoalchemist

## 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 prime a bomb, you can expend a number of reagent dice up to your proficiency bonus 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 on the Potion Table.

## Reagent Synthesis

When you finish a short rest, you can choose to regain all of your expended reagent dice that weren’t used to brew potions. Once you use this feature, you can’t do so again until you finish a long rest.

## 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 gain a level in this class, 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 to 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 Large or smaller 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’s supplies, 1,000 gp worth of materials, and 7 days of work. You can only have one philosopher’s stone at a time. As long as you possess the stone, you gain the following benefits:

* Whenever you finish a short rest, you regain all expended reagent dice.
* You can brew potions as an action, instead of over the course of 10 minutes.
* You age 10 times slower than normal, and you can’t be aged magically.

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

##### FORMULA: NUCLEAR BOMB

By replacing your bomb’s explosive contents with your philosopher’s stone, you can change it into a nuclear bomb. A nuclear 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 the full bomb damage rolled, or half as much damage on a successful save. Creatures within 60 feet of the bomb gain no benefit from Evasion or similar features

##### 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 its damage dice are d4s. 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 next 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, but 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 succeed on a Strength (Athletics) check against your bomb save DC before it can move or stand. The brambles shrivel and die after 1 minute.

##### CRYO BOMB

By replacing your bomb’s explosive contents with a piece of ice-nine, you can change it into a cryo bomb. A cryo bomb deals cold damage instead of fire damage, its damage dice are d8s, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has its speed reduced 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 its damage dice are d8s, unless the target is a celestial, fiend, or undead. The bomb’s damage dice are d6s against celestials and d12s against fiends and undead.

##### IMPACT BOMB

By replacing your bomb’s explosive contents with a more reactive one, you can change it into an impact bomb. An impact bomb deals force damage instead of fire damage, and its damage dice are d8s. 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.

##### INCENDIARY BOMB

By adding a thickening agent to your bomb’s explosive contents, you can change it into an incendiary bomb. An incendiary bomb’s damage dice are d6s. Additionally, the area of the blast radius is engulfed in flames, which persist until the start of your next turn. Flammable objects in this area that aren’t being worn or carried ignite. Any creature that ends its turn in this area takes half the bomb’s damage.

##### LAUGHING GAS BOMB

By mixing your bomb’s explosive contents with a drop of jesterate, a highly euphoric chemical, you can change it into a laughing gas bomb. A laughing gas bomb deals poison damage instead of fire damage, its damage dice are d6s, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, falls prone in a fit of laughter. Once a creature falls prone due to this bomb’s effects, it is immune to this effect (but not the bomb’s poison damage) for the next 24 hours.

##### LIGHTNING BOMB

By replacing your bomb’s explosive contents with a charged arcane capacitor, you can change it into a lightning bomb. A lightning bomb deals lightning damage instead of fire damage, and its damage dice are d8s. 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 contents 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 its damage dice are d8s. 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 pellets 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 deals no 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 extra d6 damage for each die of fire damage rolled, up to a maximum of half your alchemist level, rounded up. This oil can be removed by dousing a creature with a gallon of water.

##### PRISMATIC BOMB

By adding an ounce of polyjuice, an unpredictable, multicolored chemical, to your bomb’s explosive contents, you can change it into a prismatic bomb. A prismatic bomb deals damage of a randomly determined type instead of fire damage, and it requires a randomly determined type of saving throw. Its damage dice are d8s. Roll on each of the following tables.

##### 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, its damage dice are d6s, and it requires a Wisdom saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on Constitution saving throws it makes to maintain concentration on spells until the end of its next turn, including against this bomb’s damage.

##### QUIET BOMB

By replacing your bomb’s explosive contents with a wad of thermal cotton, you can change it into a quiet bomb. A quiet bomb’s damage dice are d8s. 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.

##### SEEKING BOMB

By replacing your bomb’s explosive contents with a powerful lodestone, you can change it into a seeking bomb. A seeking bomb’s damage dice are d6s. You don’t have disadvantage on ranged attack rolls you make using this bomb as a result of being within 5 feet of a hostile creature.

##### SMOKE BOMB

By removing your bomb’s explosive contents 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 smoke spreads around corners and its area is heavily obscured. It lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round) 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 one 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, its damage dice are d6s, and it requires a Constitution saving throw, instead of a Dexterity saving throw. 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 skunkanide, 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, its damage dice are d8, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on ability checks it makes until the end of its next turn.

##### TELEPORTATION BOMB

By replacing your bomb’s explosive contents with a glowing etherite 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. This effect fails if the bomb explodes more than 30 feet away from you.

##### THERMOBARIC BOMB

By replacing your bomb’s explosive contents with a lower speed explosive, you can change it into a thermobaric bomb. A thermobaric bomb’s damage dice are d6s, and it explodes in a 10-foot radius.

##### 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, its damage dice are d8s, it requires a Constitution saving throw, instead of a Dexterity saving throw. 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. A level prerequisite refers to your level in this class. You can only learn a discovery once, unless otherwise specified.

### Advanced Poisoner

*Prerequisites: 13th level, Venomsmith Field of Study*
Your morbid research into the most vicious, exotic poisons has revealed how to synthesize the following poisons when you brew potions:

Advanced Poisoner
 **Cost** | 3 reagent dice

### 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:

Ascendancy
 **Cost** | 4 reagent dice

### Alchemy of Influence

*Prerequisite: 13th level*

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

Influence
 **Cost** | 1 Reagent Die

### Alchemy of Transformation

*Prerequisite: 13th level*

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

Transformation
 **Cost** | 2 Reagent Dice

### Arcane Study

You learn three cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for your wizard spells.

### Battle Training

You gain proficiency with martial weapons and shields.

### Beguiling Haze

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

When you charm a creature, you can choose to place it in a dreamy state, from which it regards everyone it sees as close friends. While the creature is charmed, it is nonhostile and acts as though it is charmed equally by each creature it sees. Once you use this ability, you can’t use it again until you finish a short or long rest.

### Buffered Metabolism

Prerequisites: 13th level, Xenoalchemist Field of Study

As a reaction when you take damage, you can expend any number of reagent dice up to your proficiency bonus to reduce the amount of damage taken by the total rolled on the dice.

### Clotting Agent

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

### Craft Homunculus

Using a special alchemical process requiring 8 hours of work, which can be performed over the course of a long rest, you can create a homunculus. A homunculus functions as a familiar summoned by the find familiar spell, with several differences:

* The telepathic link between you and your homunculus functions at any distance, provided you and your homunculus are on the same plane of existence.
* You can’t dismiss your homunculus as you would a familiar.
* Your homunculus is a construct and can’t assume a different form.
* Your homunculus can take the Attack action on its turn.
* When your homunculus dies, its body remains, and can be reanimated in a procedure requiring 1 hour of work, which can be performed over the course of a short or long rest.

### Demolition Spree

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

When you prime and throw a bomb, you can choose to throw a number of bombs equal to the amount of damage dice for the bomb 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, 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 the bomb had been primed and thrown, but it doesn’t 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 on the same turn you throw a bomb.

### Fire Brand

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

### Fire Eater

Instead of throwing a bomb, you use an action to drink its contents and spit them out in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw against your bomb save DC. On a failed save, a creature takes fire damage as if the bomb had been primed and thrown, or half as much on a successful save. When you use this ability, you take 1d4 points of fire damage for each of your bomb’s damage dice.

### 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 prime and throw a bomb, you can use your bonus action to make an attack with a weapon that isn’t two-handed.

### Dynamo Charger

*Prerequisites: 13th level, Dynamo Engineer Field of Study*

You’ve invented a device that rapidly recharges your spell dynamos. Once per day when you finish a short rest, you can regain 2 expended spell slots stored in dynamos. You can configure these dynamos immediately.

### Hemoreagent

*Prerequisite: 17th level*
When you prime and throw a bomb, you can convert a measure of your own blood into reagents. You can add five or fewer reagent dice to the bomb’s damage roll without expending them, and you take 1d6 necrotic damage for each reagent die added. This damage can’t be reduced or prevented in any way.

### 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 within 5 feet of you 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 short or long rest.

### Magnified Blast

*Prerequisite: 17th level*
Thanks to a new internal design for your bombs, you have expanded their blast radius and 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.

### Ooze Cowboy

*Prerequisites: 13th level, Ooze Rancher Field of Study*
Tired of waiting for your oozes to catch up with you, you’ve modified your formula to make extra fast slimes! All slimes you make have a speed of 30 feet, unless it was already higher. Additionally, you can ride any ooze you make of Medium size or larger as a mount. You and your equipment suffer no ill effect from touching your oozes directly. Lastly, your oozes add your proficiency bonus to their damage rolls and initiative rolls.

### Poisoner

Your research into poisonous compounds has taught you 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:

Poisoner
 **Cost** | 1 reagent die

### 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 on 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 at 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.

### Syringe

Using a sophisticated hypodermic needle, 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 consumed normally. You can inject a potion into an unwilling creature with a successful melee attack.

### 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.