{"name":"Alchemist","overview":"A grinning gnome cackles with glee as he hurls a\r\nbomb into a group of charging goblins, blasting them\r\ninto scorched chunks. He produces another, throws\r\nit at his feet, and disappears, still laughing, into the\r\nensuing cloud of smoke.\r\nA slender elf quickly mixes liquids and herbs\r\nin a small bowl. She applies the mixture to an\r\narrow wound on an injured dwarf \u2019s side, which\r\nimmediately stops bleeding.\r\nWhether their methods are explosive,\r\ntransformative, or restorative, alchemists live to\r\ntransmute the world around them to their liking.\r\n\r\n[b]Chemical Reactions\r\n[br][\/b]\r\nOne of the first things an alchemist learns is how\r\nto mix chemicals that react explosively with each\r\nother. Ostensibly, this is taught to students to\r\nprevent deadly accidents, but adventuring alchemists\r\nregularly apply this knowledge to create bombs.\r\nAn alchemical bomb is a 1-pound, apple-sized,\r\nspherical glass or clay flask filled with a reactive\r\nchemical. A smaller vial of thin glass containing a\r\nreagent is suspended in the liquid, and the whole\r\nthing is sealed with a cork or wax seal. The chemicals\r\nviolently explode when mixed. This occurs when\r\nthe inner vial breaks, usually after the bomb impacts\r\na solid surface or a fuse sets off a small explosive\r\ndetonator within the vial. Bombs are primarily\r\nused to fend off enemies, but creative alchemists\r\nmay find more practical uses for explosives, such as\r\ndemolishing obstacles.\r\n\r\n[b]Serums and Tinctures\r\n[br][\/b]\r\nMore experienced alchemists learn to mix less\r\nvolatile substances into potions, alchemical\r\nconcoctions which replicate magical effects.\r\nThese potions range from the medicinal, such as\r\npotions of healing, to the transformative, such as\r\npotions of gaseous form, to the downright deadly,\r\nsuch as potions of poison. Undisputed masters of\r\npotions, alchemists constantly innovate with new\r\nformulations and preparations, improving their\r\npotions into magic items in their own right.\r\nElemental Sciences\r\nThe primary source of alchemy\u2019s power comes\r\nfrom the elemental planes. It is no surprise, then,\r\nthat alchemists strive to tap deeper into that power,\r\nresearching and discovering new compounds\r\ncomposed of the elements. The pinnacle of alchemy\r\nis the philosopher\u2019s stone, which is rumored to grant\r\nits bearer supreme elemental power. Few alchemists\r\nhave succeeded in creating a philosopher\u2019s stone, and\r\nfewer still remain alive to divulge its secrets.\r\n\r\n[b]Creating an Alchemist\r\n[br][\/b]\r\nWhen you create an alchemist, consider why you\r\nstudy alchemy. Are you attracted to its dangerous\r\npower or its ability to help others? Do you desire to\r\nuse magic, but lack the aptitude or inborn ability?\r\nWhy do you adventure? Are you searching for\r\nnew alchemical formulae or rare ingredients? Do\r\nyou, like so many, seek the philosopher\u2019s stone?\r\nBe sure to understand alchemy\u2019s place in your\r\ncampaign world. You might have learned your\r\ntrade from a master or studied alongside artificers\r\nand wizards in a university. Your trade might be\r\ncommonplace or an oddity. Depending on the\r\nsetting, you might be respected for your knowledge\r\nor feared for your destructive potential.\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]\r\nYou can make an alchemist quickly by following\r\nthese suggestions. First, make Intelligence your\r\nhighest ability score, followed by Dexterity. Choose\r\nany background.","hit_dice":"1d6","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":" 1d6 (or 4) + your Constitution modifier per alchemist level after 1st","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons, bombs","tools":"Alchemist\u2019s supplies, herbalism kit","saving_throws":"Dexterity, Intelligence","skills":"Choose three from Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, and Survival","starting_equipment":"You start with the following equipment, in\r\naddition to the equipment granted to you by your\r\nbackground:\r\n[ul]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[li](a) an explorer\u2019s pack or (b) a scholar\u2019s pack[\/li]\r\n[li]Alchemist\u2019s supplies and (a) a vial of acid, (b) a vial of alchemist\u2019s fire, or (c) a vial of basic poison[\/li]\r\n[li]Leather armor and a dagger[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[b]Natural Philosopher\r\n[br][\/b]\r\nYou have learned many things about alchemy during\r\nyour studies. Starting at 1st level, you can add half\r\nyour proficiency bonus, rounded up, to any ability\r\ncheck you make to identify herbs, potions, poisons,\r\nor other alchemical substances. This bonus stacks\r\nwith your normal proficiency bonus, if you would\r\nadd that already\r\n\r\n[b]Bomb\r\n[br][url:[block:1042464]][\/b]\r\n[b][\/b]\r\nAt 1st level, you can create volatile alchemical bombs\r\nusing your alchemist\u2019s supplies. Whenever you take a\r\nshort or long rest, you can create a number of bombs\r\nequal to 10 plus twice your alchemist level. For\r\nyou the cost of materials necessary to create these\r\nbombs is negligible. After 24 hours, an unused bomb\r\nbecomes inert. The statistics of a bomb are shown in\r\nthe Bomb sidebar above.\r\nInstead of making an attack with a bomb\r\nusing the Attack action, once per turn you can take\r\nthe Use an Object action to prime a bomb with\r\nexplosive reagents and throw it, increasing the\r\nbomb\u2019s explosive potential and allowing you to deal\r\nadditional damage. When you do so, you can add\r\nyour Intelligence modifier, instead of Dexterity, to\r\nthe bomb\u2019s damage roll. Additionally, when you\r\nthrow a bomb in this way, its damage increases by\r\n1d10 when you reach 5th level (2d10), 11th level\r\n(3d10), and 17th level (4d10).\r\n\r\n[b]Saving Throws.[\/b] When your bombs call for a\r\nsaving throw, its save DC is calculated as follows:\r\n\r\n[b]Bomb save DC[\/b] = 8 + your proficiency bonus\r\n+ your Intelligence modifier\r\n\r\n[b]Bomb Formulae[br][\/b]\r\nBy 2nd level, your research has granted you insight\r\ninto new alchemical formulations for your bombs.\r\nSelect three bomb formulae from the Bomb\r\nFormulae section below. Once per turn, when you\r\ntake the Use an Object action to throw a bomb, you\r\ncan apply a formula to it.\r\nWhen you gain certain levels in this class, you\r\nlearn additional formulae of your choice, as shown in\r\nthe Bomb Formulae Known column of the Alchemist\r\ntable. Additionally, when you gain a level in this\r\nlass, you can choose one of the formulae you know\r\nand replace it with another formula.\r\n\r\n[b]Field of Study[br][\/b]\r\nWhile all alchemists share a common knowledge\r\nbase, most alchemists specialize into a particular\r\nfield of study. When you reach 2nd level, you select\r\nyour field of study, which grants you features at 2nd,\r\n6th, 10th, and 18th level.[br]\r\nA formula granted by your field of study does\r\nnot count against the total number of formulae you\r\nknow.\r\n\r\n[b]Reagent[br][\/b]\r\nStarting at 3rd level, you have a collection of\r\npowerful alchemical reagents, represented by a pool\r\nof reagent dice, that you can spend to brew potions\r\nor magnify the power of your explosives.\r\n\r\n[b]REAGENT DICE[br][\/b]\r\nYou start with three reagent dice, which are d10s, and\r\nyou gain additional reagent dice as you gain levels in\r\nthis class, as shown in the Reagent Dice column of\r\nthe Alchemist table. You regain all expended reagent\r\ndice when you finish a long rest.\r\nWhen you take the Use an Object action to\r\nprime and throw a bomb, you can expend a number\r\nof reagent dice up to your proficiency modifier and\r\nadd the dice to the bomb\u2019s damage roll.\r\n\r\n[b]BREWING POTIONS[br][\/b]\r\nYou can spend 10 minutes and expend any number\r\nof reagent dice to brew potions. These potions retain\r\npotency for 24 hours, after which they become inert.\r\nIf a potion calls for a saving throw, it uses your bomb\r\nsave DC.\r\nThe number of reagent dice and the alchemist\r\nlevel required to brew a potion are given on the\r\nPotions table:\r\n[table][tr][th]Potion[\/th]\r\n[th]Cost[\/th]\r\n[th]Alchemist\r\nlevel[\/th][\/tr]\r\n[tr][td]Potion of Climbing[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3rd[\/td][\/tr]\r\n[tr][td]Potion of Growth[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3rd[\/td][\/tr]\r\n[tr][td]Potion of Healing[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3rd[\/td][\/tr]\r\n[tr][td]Potion of Water Breathing[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3rd[\/td][\/tr]\r\n[tr][td]Universal Solvent[\/td]\r\n[td]1 reagent die[\/td]\r\n[td]3rd[\/td][\/tr]\r\n[tr][td]Cure-All[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7th[\/td][\/tr]\r\n[tr][td]Potion of Greater Healing[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7th[\/td][\/tr]\r\n[tr][td]Potion of Heroism[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7th[\/td][\/tr]\r\n[tr][td]Potion of Resistance[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7th[\/td][\/tr]\r\n[tr][td]Sovereign Glue (1 ounce)[\/td]\r\n[td]2 reagent dice[\/td]\r\n[td]7th[\/td][\/tr]\r\n[tr][td]Potion of Diminution[\/td]\r\n[td]3 reagent dice[\/td]\r\n[td]14th[\/td][\/tr]\r\n[tr][td]Potion of Flying[\/td]\r\n[td]4 reagent dice[\/td]\r\n[td]14th[\/td][\/tr]\r\n[tr][td]Potion of Hill Giant Strength[\/td]\r\n[td]4 reagent dice[\/td]\r\n[td]14th[\/td][\/tr]\r\n[tr][td]Potion of Invisibility[\/td]\r\n[td]4 reagent dice[\/td]\r\n[td]14th[\/td][\/tr]\r\n[tr][td]Potion of Superior Healing[\/td]\r\n[td]4 reagent dice[\/td]\r\n[td]14th[\/td][\/tr][\/table]\r\n[b]REAGENT SYNTHESIS[br][\/b]\r\nOnce per day when you finish a short rest, you can\r\nregain all of your expended reagent dice that you\r\nhave not used to brew potions.\r\n\r\n[b]Discoveries[br][\/b]\r\nIn the course of your research, you have made\r\na number of discoveries regarding the nature of\r\nalchemy. At 4th level, you gain two discoveries of\r\nyour choice. When you gain certain alchemist levels,\r\nyou gain additional discoveries of your choice, as\r\nshown in the Discoveries Known column of the\r\nAlchemist table.[br]\r\nAdditionally, when you learn a new discovery,\r\nyou can choose one of the discoveries you know and\r\nreplace it with another discovery that you could learn\r\nat that level.\r\n\r\n[b]Ability Score Improvement[br][\/b]\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two\r\nability scores of your choice by 1. As normal, you can\u2019t\r\nincrease an ability score above 20 using this feature.[br]\r\nAlternatively, as an alchemist, when you gain an\r\nability score improvement, you can instead choose\r\nto learn a new Discovery for which you meet the\r\nprerequisites.\r\n\r\n[b]Flashbang[br][\/b]\r\nBeginning at 5th level, you carry a supply of\r\nconcussive explosives which help you escape from\r\nperilous situations. As a bonus action, you can throw\r\none of these explosives at your feet, disorienting and\r\ndistracting nearby foes. Each creature within 5 feet of\r\nyou can\u2019t take reactions until the start of its next turn.\r\n\r\n[b]Evasion[br][\/b]\r\nBeginning at 11th level, when you are subjected to\r\nan effect that allows you to make a Dexterity saving\r\nthrow to take only half damage, you instead take no\r\ndamage if you succeed on the saving throw, and only\r\nhalf damage if you fail.\r\n\r\n[b]Blast Coating[br][\/b]\r\nStarting at 15th level, you automatically succeed on\r\nsaving throws against your own bombs and never\r\ntake damage from them.\r\n\r\n[b]Philosopher\u2019s Stone[br][\/b]\r\nAt 20th level, you unlock the crowning achievement\r\nof all alchemy: a philosopher\u2019s stone, a dynamo of\r\nalchemical energy in a fist-sized glowing jewel. You\r\ncan construct your philosopher\u2019s stone using your\r\nalchemist supplies, 1,000 gp worth of materials, and\r\n7 days of work. You can only have one philosopher\u2019s\r\nstone at a time and only you can gain the stone\u2019s\r\nbenefits. As long as you possess the stone, you gain\r\nthe following benefits:\r\n[ul]\r\n[li]Whenever you finish a short rest, you regain all expended reagent dice.[\/li]\r\n[li]You can brew potions as an action, instead of in 10 minutes.[\/li]\r\n[li]You age 10 times slower than normal, and your age cannot be magically changed.[\/li]\r\n[\/ul]\r\nAdditionally, you learn the following formula, which\r\ndoesn\u2019t count against the total number of formulae\r\nyou know:\r\n\r\n[b]FORMULA: NUCLEAR BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents with\r\nyour philosopher\u2019s stone, you can change it into a\r\nnuclear bomb. A nuclear bomb deals 10d10 + 100\r\nforce damage instead of its normal fire damage, has\r\na blast radius of 1 mile, and completely destroys\r\nthe philosopher\u2019s stone. Additionally, each creature\r\nwithin the blast radius that fails its saving throw\r\ntakes the full bomb damage rolled, or half on a\r\nsuccessful save. Creatures within 60 feet can\u2019t avoid\r\nthis damage with Evasion or other features or spells.\r\n\r\n[h3][u]BOMB FORMULAE[\/u][\/h3]\r\nBomb formulae are summarized on the following\r\ntable. If a bomb is exclusively available to one field\r\nof study, it will be marked with an asterisk. Unless\r\notherwise stated, all bombs produce a loud boom,\r\naudible out to one mile. Bombs are presented in\r\nalphabetical order.\r\n[table][tr][th]Formula[\/th]\r\n[th]Damage[\/th]\r\n[th]Saving\r\nThrow[\/th][\/tr]\r\n[tr][td]Acid Bomb[\/td]\r\n[td]d4 acid[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Arcano Bomb*[\/td]\r\n[td]d12 force[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Bramble Bomb[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td][\/tr]\r\n[tr][td]Cryo Bomb[\/td]\r\n[td]d8 cold[\/td]\r\n[td]Constitution[\/td][\/tr]\r\n[tr][td]Holy Bomb[\/td]\r\n[td]d8 radiant[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Impact Bomb[\/td]\r\n[td]d8 force[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Incendiary Bomb[\/td]\r\n[td]d6 fire[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Laughing Gas Bomb[\/td]\r\n[td]d6 poison[\/td]\r\n[td]Constitution[\/td][\/tr]\r\n[tr][td]Lightning Bomb[\/td]\r\n[td]d8 lightning[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Nonlethal Bomb[\/td]\r\n[td]d8 bludg.[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Oil Bomb[\/td]\r\n[td]d6 fire[\/td]\r\n[td]-[\/td][\/tr]\r\n[tr][td]Pheromone Bomb*[\/td]\r\n[td]-[\/td]\r\n[td]Wisdom[\/td][\/tr]\r\n[tr][td]Prismatic Bomb[\/td]\r\n[td]Varies[\/td]\r\n[td]Varies[\/td][\/tr]\r\n[tr][td]Painkiller Bomb*[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td][\/tr]\r\n[tr][td]Psionic Bomb[\/td]\r\n[td]d6 psychic[\/td]\r\n[td]Wisdom[\/td][\/tr]\r\n[tr][td]Quiet Bomb[\/td]\r\n[td]d8 fire[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Seeking Bomb[\/td]\r\n[td]d6 fire[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Shrapnel Bomb*[\/td]\r\n[td]d8 piercing[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Slime Bomb*[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td][\/tr]\r\n[tr][td]Smoke Bomb[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td][\/tr]\r\n[tr][td]Sonic Bomb[\/td]\r\n[td]d6 thunder[\/td]\r\n[td]Constitution[\/td][\/tr]\r\n[tr][td]Stink Bomb[\/td]\r\n[td]d8 poison[\/td]\r\n[td]Constitution[\/td][\/tr]\r\n[tr][td]Teleportation Bomb[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td][\/tr]\r\n[tr][td]Thermobaric Bomb[\/td]\r\n[td]d6 fire[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]Venom Bomb*[\/td]\r\n[td]d8 poison[\/td]\r\n[td]Constitution[\/td][\/tr]\r\n[tr][td]Withering Bomb[\/td]\r\n[td]d8 necrotic[\/td]\r\n[td]Constitution[\/td][\/tr][\/table]\r\n[b]ACID BOMB[br][\/b]\r\nBy mixing your bomb\u2019s explosive contents with a\r\nfew drops of ardenflotic acid, a highly corrosive\r\nchemical, you can change it into an acid bomb. An\r\nacid bomb deals acid damage instead of fire damage\r\nand has d4 damage dice. Additionally, the target, as\r\nwell as each creature within the blast radius that fails\r\nits saving throw, takes the same amount of damage\r\nagain at the end of its next turn.\r\n\r\n[b]BRAMBLE BOMB[br][\/b]\r\nBy adding a potent fertilizer to your bomb\u2019s explosive\r\ncontents, you can change it into a bramble bomb. A\r\nbramble bomb deals no damage, and instead causes\r\ntough, thorny brambles to sprout from any area of\r\nnatural ground within the bomb\u2019s blast radius, which\r\nbecomes difficult terrain. Additionally, if a creature\r\nin the blast radius is prone when the bomb detonates,\r\nit is enveloped by the brambles and must make a\r\nStrength (Athletics) check opposed by your bomb\r\nsave DC in order to move or stand. The brambles\r\nshrivel and die after 1 minute.\r\n\r\n[b]CRYO BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents with\r\na piece of ice nine, you can change it into a cryo\r\nbomb. A cryo bomb deals cold damage instead of\r\nfire damage, has d8 damage dice, and requires a\r\nConstitution saving throw instead of a Dexterity\r\nsave. Additionally, the target, as well as each creature\r\nwithin the blast radius that fails its saving throw, has\r\nits speed decreased by 10 feet until the end of its next\r\nturn.\r\n\r\n[b]HOLY BOMB[br][\/b]\r\nBy adding a few drops of holy water to your bomb\u2019s\r\nexplosive contents, you can change it into a holy\r\nbomb. A holy bomb deals radiant damage instead\r\nof fire damage and has d8 damage dice, unless the\r\ntarget is a celestial, fiend, or undead. The bomb\u2019s\r\ndamage dice are d6s against celestials and d12s\r\nagainst fiends and undead.\r\n\r\n[b]IMPACT BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents with a\r\nmore reactive one, you can change it into an impact\r\nbomb. An impact bomb deals force damage instead\r\nof fire damage and has d8 damage dice. Additionally,\r\nthe target, as well as each creature within the blast\r\nradius that fails its saving throw, is pushed 5 feet\r\naway from the center of the blast.\r\n\r\n[b]INCENDIARY BOMB[br][\/b]\r\nBy adding a thickening agent to your bomb\u2019s\r\nexplosive contents, you can change it into an\r\nincendiary bomb. An incendiary bomb has d6\r\ndamage dice. Additionally, the area of the blast\r\nradius is engulfed in flames which persist until the\r\nbeginning of your next turn. Flammable objects in\r\nthis area that aren\u2019t being worn or carried ignite. Any\r\ncreature that ends its turn in this area takes half the\r\nbomb\u2019s damage.\r\n\r\n[b]LAUGHING GAS BOMB[br][\/b]\r\nBy mixing your bomb\u2019s explosive contents with\r\na drop of jesterate, a highly euphoric chemical,\r\nyou can change it into a laughing gas bomb. A\r\nlaughing gas bomb deals poison damage instead\r\nof fire damage, has d6 damage dice, and requires\r\na Constitution saving throw instead of a Dexterity\r\nsave. Additionally, the target, as well as each creature\r\nwithin the blast radius that fails its saving throw, falls\r\nprone in a fit of laughter. Once a creature falls prone\r\ndue to this bomb's effects, it is immune to this effect\r\n(but not the bomb's poison damage) for 24 hours.\r\n\r\n[b]LIGHTNING BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents with a\r\ncharged arcane capacitor, you can change it into a\r\nlightning bomb. A lightning bomb deals lightning\r\ndamage instead of fire damage and has d8 damage\r\ndice. Additionally, the target, as well as each creature\r\nwithin the blast radius that fails its saving throw, can\u2019t\r\ntake reactions until the end of its next turn.\r\n\r\n[b]NONLETHAL BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents\r\nwith a pouch of rubber pellets, you can change it\r\ninto a nonlethal bomb. A nonlethal bomb deals\r\nbludgeoning damage instead of fire damage and has\r\nd8 damage dice. If damage from this bomb drops a\r\ncreature to 0 hit points, it knocks the creature out,\r\nrather than dealing a killing blow, rendering the\r\ncreature unconscious and stable. Additionally, this\r\nbomb\u2019s rubber projectiles bounce around corners,\r\nignoring half and three-quarters cover for targets\r\nwithin the blast radius.\r\n\r\n[b]OIL BOMB[br][\/b]\r\nBy mixing your bomb\u2019s explosive contents with a few\r\ndrops of a super-surfactant, you can change it into\r\nan oil bomb. An oil bomb does not deal damage, but\r\ncoats each creature within the blast radius in a sticky,\r\nflammable oil. The next time a creature coated in oil\r\ntakes fire damage, it takes an additional d6 damage\r\nfor each die of fire damage rolled, up to a maximum\r\nof half your alchemist level, rounded up. Oil can be\r\nremoved by dousing a creature with a gallon of water.\r\n\r\n[b]PRISMATIC BOMB[br][\/b]\r\nBy adding an ounce of polyjuice, an unpredictable,\r\nmulticolored chemical, to your bomb\u2019s explosive\r\ncontents, you can change it into a prismatic bomb. A\r\nprismatic bomb deals damage randomly-determined\r\ninstead of fire damage, has d8 damage dice, and\r\nrequires a randomly-determined type of saving\r\nthrow. Roll on each of the following tables.\r\n[table][tr][th]d6[\/th]\r\n[th]Damage[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Acid[\/td][\/tr]\r\n[tr][td]2[\/td]\r\n[td]Cold[\/td][\/tr]\r\n[tr][td]3[\/td]\r\n[td]Fire[\/td][\/tr]\r\n[tr][td]4[\/td]\r\n[td]Lightning[\/td][\/tr]\r\n[tr][td]5[\/td]\r\n[td]Poison[\/td][\/tr]\r\n[tr][td]6[\/td]\r\n[td]Radiant[\/td][\/tr][\/table]\r\n[table][tr][th]d6[\/th]\r\n[th]Saving Throw[\/th][\/tr]\r\n[tr][td]1-2[\/td]\r\n[td]Dexterity[\/td][\/tr]\r\n[tr][td]3-4[\/td]\r\n[td]Constitution[\/td][\/tr]\r\n[tr][td]5-6[\/td]\r\n[td]Wisdom[\/td][\/tr][\/table]\r\n[b]PSIONIC BOMB[br][\/b]\r\nBy mixing your bomb\u2019s explosive contents with\r\ndust from a psionic crystal, you can change it into\r\na psionic bomb. A psionic bomb deals psychic\r\ndamage instead of fire damage, has d6 damage dice,\r\nand requires a Wisdom saving throw instead of a\r\nDexterity save. Additionally, the target, as well as\r\neach creature within the blast radius that fails its\r\nsaving throw, has disadvantage on Constitution\r\nsaving throws it makes to maintain concentration on\r\nspells until the end of its next turn.\r\n\r\n[b]QUIET BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents with\r\na wad of thermal cotton, you can change it into a\r\nquiet bomb. A quiet bomb has d8 damage dice.\r\nWhen this bomb detonates, it makes only a low thud,\r\naudible out to 10 feet, and releases a puff of smoke to\r\nmask the light given off by its blast. Creatures have\r\ndisadvantage on ability checks to detect that this\r\nbomb was detonated nearby.\r\n\r\n[b]SEEKING BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents with a\r\npowerful lodestone, you can change it into a seeking\r\nbomb. A seeking bomb has d6 damage dice. You\r\ndon\u2019t suffer disadvantage from making a ranged\r\nattack using this bomb while you are within 5 feet of\r\na hostile creature.\r\n\r\n[b]SMOKE BOMB[br][\/b]\r\nBy removing your bomb\u2019s explosive contents entirely,\r\nyou can change it into a smoke bomb. A smoke\r\nbomb deals no damage but fills a 10-foot radius\r\nsphere with smoke. This fog spreads around corners\r\nand its area is heavily obscured. It lasts for a number\r\nof rounds equal to your Intelligence modifier or until\r\na wind of moderate or greater speed (at least 10 miles\r\nper hour) disperses it. Once you throw one of these\r\nbombs, you can\u2019t throw another for 1 minute.\r\n\r\n[b]SONIC BOMB[br][\/b]\r\nBy mixing your bomb\u2019s explosive contents with a\r\nfew drops of air elemental essence, you can change\r\nit into a sonic bomb. A sonic bomb deals thunder\r\ndamage instead of fire damage, has d6 damage dice,\r\nand requires a Constitution saving throw instead\r\nof a Dexterity save. Additionally, the target, as well\r\nas each creature within the blast radius that fails its\r\nsaving throw, is deafened until the end of its next\r\nturn.\r\n\r\n[b]STINK BOMB[br][\/b]\r\nBy adding a single drop of skunkanide, a chemical\r\ntoo unholy to expound upon, you can change it into\r\na stink bomb. A stink bomb deals poison damage\r\ninstead of fire damage, has d8 damage dice, and\r\nrequires a Constitution saving throw instead of a\r\nDexterity save. Additionally, the target, as well as\r\neach creature within the blast radius that fails its\r\nsaving throw, has disadvantage on ability checks it\r\nmakes before the end of its next turn.\r\n\r\n[b]TELEPORTATION BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents with\r\na glowing etherite crystal, you can change it into a\r\nteleportation bomb. A teleportation bomb deals no\r\ndamage and instead opens a rift in space, instantly\r\nteleporting you to its point of detonation, if it\r\nexplodes within 30 feet of you.\r\n\r\n[b]THERMOBARIC BOMB[br][\/b]\r\nBy replacing your bomb\u2019s explosive contents\r\nwith a delayed explosive, you can change it into a\r\nthermobaric bomb. A thermobaric bomb deals has\r\nd6 damage dice and explodes in a 10-foot radius\r\nsphere.\r\n\r\n[b]WITHERING BOMB[br][\/b]\r\nBy mixing your bomb\u2019s explosive components with\r\na powerful desiccating agent, you can change it into\r\na withering bomb. A withering bomb deals necrotic\r\ndamage instead of fire damage, has d8 damage dice,\r\nand requires a Constitution saving throw instead\r\nof a Dexterity save. Additionally, the target, as well\r\nas each creature within the blast radius that fails its\r\nsaving throw, can\u2019t regain hit points until the end of\r\nits next turn.\r\n\r\n[h3][u]DISCOVERIES[\/u][\/h3]\r\nIf a discovery has prerequisites, you must meet them\r\nto learn it. You can learn the discovery at the same\r\ntime that you meet its prerequisites. You can only\r\nlearn a discovery once, unless otherwise specified.\r\n\r\n[b]Advanced Poisoner[br][\/b]\r\nPrerequisites: 13th level, Venomsmith Field of Study\r\nYour morbid research into the most vicious, exotic\r\npoisons has revealed how to synthesize the following\r\npoisons when you brew potions:\r\n[table][tr][th]Potion[\/th]\r\n[th]Cost[\/th][\/tr]\r\n[tr][td]Burnt Othur Fumes[\/td]\r\n[td]3 reagent dice[\/td][\/tr]\r\n[tr][td]Crawler Mucus[\/td]\r\n[td]3 reagent dice[\/td][\/tr]\r\n[tr][td]Drow Poison[\/td]\r\n[td]3 reagent dice[\/td][\/tr]\r\n[tr][td]Midnight Tears[\/td]\r\n[td]5 reagent dice[\/td][\/tr]\r\n[tr][td]Pale Tincture[\/td]\r\n[td]4 reagent dice[\/td][\/tr]\r\n[tr][td]Wyvern Poison[\/td]\r\n[td]6 reagent dice[\/td][\/tr][\/table]\r\n[b]ALCHEMY OF ASCENDANCY[br][\/b]\r\nPrerequisite: 17th level\r\nA breakthrough in your alchemical studies has\r\nrevealed the formulation of several potent elixirs.\r\nYou can brew the following potions:\r\n[table][tr][th]Potion[\/th]\r\n[th]Cost[\/th][\/tr]\r\n[tr][td]Necromantic Draught[\/td]\r\n[td]4 reagent dice[\/td][\/tr]\r\n[tr][td]Oil of Etherealness[\/td]\r\n[td]4 reagent dice[\/td][\/tr]\r\n[tr][td]Potion of Speed[\/td]\r\n[td]4 reagent dice[\/td][\/tr]\r\n[tr][td]Potion of Stone Giant Strength[\/td]\r\n[td]4 reagent dice[\/td][\/tr][\/table]\r\n[b]ALCHEMY OF INFLUENCE[br][\/b]\r\nPrerequisite: 13th level\r\nYour alchemical research has revealed many of the\r\nbasic chemicals which govern emotions. You can\r\nbrew the following potions:\r\n[table][tr][th]Potion[\/th]\r\n[th]Cost[\/th][\/tr]\r\n[tr][td]Potion of Animal Friendship[\/td]\r\n[td]1 reagent dice[\/td][\/tr]\r\n[tr][td]Philter of Love[\/td]\r\n[td]2 reagent dice[\/td][\/tr]\r\n[tr][td]Potion of Clairvoyance[\/td]\r\n[td]3 reagent dice[\/td][\/tr]\r\n[tr][td]Potion of Mind Reading[\/td]\r\n[td]3 reagent dice[\/td][\/tr][\/table]\r\n[b]ALCHEMY OF TRANSFORMATION[br][\/b]\r\nPrerequisite: 13th level\r\nYou have mastered the alchemical secrets of shifting\r\nmatter, which allow you to brew the following\r\npotions:\r\n[table][tr][th]Potion[\/th]\r\n[th]Cost[\/th][\/tr]\r\n[tr][td]Oil of Slipperiness[\/td]\r\n[td]2 reagent dice[\/td][\/tr]\r\n[tr][td]Sandstone Solution[\/td]\r\n[td]2 reagent dice[\/td][\/tr]\r\n[tr][td]Aqua Fortis[\/td]\r\n[td]3 reagent dice[\/td][\/tr]\r\n[tr][td]Chameleon Concoction[\/td]\r\n[td]3 reagent dice[\/td][\/tr]\r\n[tr][td]Potion of Gaseous Form[\/td]\r\n[td]3 reagent dice[\/td][\/tr][\/table]\r\n[b]ARCANE STUDY[br][\/b]\r\nYou learn three cantrips of your choice from the\r\nwizard spell list. Intelligence is your spellcasting\r\nability for your wizard spells.\r\n\r\n[b]BALLISTICS RESEARCH[br][\/b]\r\nYou learn two additional bomb formulae.\r\n\r\n[b]BATTLE TRAINING[br][\/b]\r\nYou gain proficiency with martial weapons and\r\nshields.\r\n\r\n[b]BEGUILING HAZE[br][\/b]\r\nPrerequisites: 13th level, Amorist Field of Study\r\nWhen you charm a creature, you can\r\nchoose to place it in a dreamy state,\r\nfrom which it regards everyone it\r\nsees as close friends. While the creature is charmed,\r\nit is nonhostile and acts as though it is charmed\r\nequally by each creature it sees. Once you use this\r\nability, you can\u2019t use it again until you finish a short\r\nor long rest.\r\n\r\n[b]BUFFERED METABOLISM[br][\/b]\r\nPrerequisites: 13th level, Xenoalchemist Field of Study\r\nAs a reaction when you take damage, you can expend\r\nany number of reagent dice up to your proficiency\r\nbonus to reduce the amount of damage taken by the\r\ntotal rolled on the dice.\r\n\r\n[b]CLOTTING AGENT[br][\/b]\r\nYou have developed a serum that thickens your\r\nblood. Your hit point maximum increases by your\r\nalchemist level + your Constitution modifier, and\r\nincreases by 1 again whenever you gain a level in this\r\nclass.\r\n\r\n[b]CRAFT HOMUNCULUS[br][\/b]\r\nUsing a special alchemical process requiring 8 hours\r\nof work, which can be performed over the course\r\nof a long rest, you can create a homunculus. A\r\nhomunculus functions as a familiar summoned by\r\nthe find familiar spell, with several differences:\r\n[ul]\r\n[li]The telepathic link between you and your homunculus functions at any distance, provided you and your homunculus are on the same plane of existence.[\/li]\r\n[li]You cannot dismiss your homunculus as you would a familiar.[\/li]\r\n[li]Your homunculus is a construct and cannot assume a different form.[\/li]\r\n[li]Your homunculus can take the Attack action on its turn.[\/li]\r\n[\/ul]\r\nWhen your homunculus dies, its body remains, and\r\ncan be reanimated in a procedure requiring 1 hour of\r\nwork, which can be performed over the course of a\r\nshort or long rest.\r\n\r\n[b]DEMOLITION SPREE[br][\/b]\r\nPrerequisite: 13th level, Mad Bomber Field of Study\r\nWhen you take the Use an Object action to prime\r\nand throw a bomb, you can throw a number of\r\nbombs equal to the number of the bomb\u2019s damage\r\ndice, instead of only one. Each bomb you throw\r\ndeals 1d10 damage plus your Intelligence modifier\r\nand can\u2019t target the same creature or space. You must\r\nspend reagent dice separately on these bombs and\r\ncan apply a bomb formula to only one of them.\r\n\r\n[b]EXPLOSIVE MISSILE[br][\/b]\r\nAs a bonus action, you can load one of your bombs\r\nonto the head of a crossbow bolt. Instead of its\r\nnormal damage, this bolt deals damage as if the bomb\r\nhad been primed with the Use an Object action, but\r\ndoes not have a blast radius. Only one of your bombs\r\ncan be loaded onto a bolt at a time, and you can\u2019t fire\r\nan explosive bolt on the same turn you throw a bomb.\r\n\r\n[b]FIRE BRAND[br][\/b]\r\nYou can mix your bomb\u2019s contents together and\r\napply the fiery concoction to a melee weapon you are\r\nholding as a bonus action. Until the end of your turn,\r\nthis melee weapon deals an additional 1d6 fire damage\r\non a hit. This bonus damage increases by 1d6 at 5th\r\nlevel (2d6), 11th level (3d6), and 17th level (4d6).\r\n\r\n[b]FIRE EATER[br][\/b]\r\nInstead of throwing a bomb, you use an action to\r\ndrink its contents and spit them out in a 15-foot\r\ncone. Each creature within the cone must make a\r\nDexterity saving throw against your bomb save DC.\r\nOn a failed save, a creature takes fire damage as if the\r\nbomb had been primed and thrown with the Use an\r\nObject action, or half as much on a successful save.\r\nWhen you use this ability, you take 1d4 points of fire\r\ndamage each of your bomb\u2019s damage dice.\r\n\r\n[b]FIRE IN THE HOLE[br][\/b]\r\nPrerequisite: 9th level\r\nYou have tweaked your bomb\u2019s formula to increase\r\nits explosive yield. Your bomb save DC increases by\r\nhalf your proficiency bonus, rounded down.\r\n\r\n[b]FORTIFIED SERUM[br][\/b]\r\nPrerequisites: 13th level, Apothecary Field of Study\r\nWhenever a creature regains hit points by\r\ndrinking one of your potions, it gains resistance to\r\nbludgeoning, piercing, and slashing damage from\r\nnonmagical weapons until the end of its next turn.\r\n\r\n[b]GRENADIER[br][\/b]\r\nWhen you take the Use an Object action to prime\r\nand throw a bomb, you can use your bonus action to\r\nmake an attack with a weapon that isn\u2019t two-handed.\r\n\r\n[b]DYNAMO CHARGER[br][\/b]\r\nPrerequisites: 13th level, Dynamo Engineer Field of\r\nStudy\r\nYou\u2019ve invented a device which rapidly recharges\r\nyour spell dynamos. Once per day when you finish\r\na short rest, you can regain 2 expended spell slots\r\nstored in dynamos. You can configure these dynamos\r\nimmediately.\r\n\r\n[b]HEMOREAGENT[br][\/b]\r\nPrerequisite: 17th level\r\nWhen you take the Use an Object action to throw a\r\nbomb, you can convert a measure of your own blood\r\ninto reagents. You can add five or fewer reagent dice\r\nto the bomb\u2019s damage roll, and you take 1d6 necrotic\r\ndamage for each reagent die added. This damage\r\ncan\u2019t be avoided or reduced.\r\n\r\n[b]LAZARUS BOLT[br][\/b]\r\nPrerequisite: 9th level\r\nYou\u2019ve discovered a radical necromantic workaround:\r\nrestoring life with direct electricity to the heart. As an\r\naction, you can drive a bolt into the torso of a creature\r\nwithin 5 feet of you that has died within the last\r\nminute and shock it back to life. That creature returns\r\nto life with 1 hit point. This feature can\u2019t return to life\r\na creature that lacks a heart, a creature that has died of\r\nold age, or a creature that is missing vital organs.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]MAGNIFIED BLAST[br][\/b]\r\nPrerequisite: 17th level\r\nThanks to a new internal design for your bombs, you\r\nhave expanded their blast radius and magnitude.\r\nWhenever you add reagent dice to your bomb\u2019s\r\ndamage, you can also choose to expand the bomb\u2019s\r\nblast radius by a distance of up to 5 feet per two\r\nreagent dice spent.\r\n\r\n[b]OOZE COWBOY[br][\/b]\r\nPrerequisites: 13th level, Ooze Rancher Field of Study\r\nTired of waiting for your oozes to catch up with you,\r\nyou\u2019ve modified your formula to make extra fast\r\nslimes! All slimes you make have a movement speed\r\nof 30 feet, if it were lower. Additionally, you can ride\r\nany ooze you make of Medium size or larger as a\r\nmount. You and your equipment suffer no ill effect\r\nfrom touching your oozes directly. Lastly, your oozes\r\nadd your proficiency modifier to their damage rolls\r\nand initiative rolls.\r\n\r\n[b]POISONER[br][\/b]\r\nYour research into poisonous compounds has\r\ntaught you how to concoct lethal toxins. You gain\r\nproficiency with the poisoner\u2019s kit. Additionally,\r\nyou can craft the following poisons when you brew\r\npotions, which use your bomb save DC instead of\r\ntheir normal save DC:\r\n[table][tr][th]Potion[\/th]\r\n[th]Cost[\/th][\/tr]\r\n[tr][td]2 \u00d7 Basic Poison[\/td]\r\n[td]1 reagent dice[\/td][\/tr]\r\n[tr][td]2 \u00d7 Antitoxin[\/td]\r\n[td]1 reagent dice[\/td][\/tr]\r\n[tr][td]Potion of Poison[\/td]\r\n[td]2 reagent dice[\/td][\/tr]\r\n[tr][td]Oil of Taggit[\/td]\r\n[td]2 reagent dice[\/td][\/tr]\r\n[tr][td]Serpent Venom[\/td]\r\n[td]2 reagent dice[\/td][\/tr]\r\n[tr][td]Truth Serum[\/td]\r\n[td]2 reagent dice[\/td][\/tr][\/table]\r\n[b]PRECISION EXPLOSIVES[br][\/b]\r\nYou have modified your bombs to have narrow\r\ngaps in their explosions, perfect for keeping some\r\ncreatures safe from the blast. You can choose one\r\ncreature in the blast radius of a bomb other than\r\nthe target to automatically succeed its saving throw\r\nagainst the bomb and take no damage from it.\r\n\r\n[b]REACTIONARY GULP[br][\/b]\r\nPrerequisite: 17th level\r\nBy keeping your potions organized on a bandolier\r\nor in a series of pouches, you can quickly draw them\r\nin a moment\u2019s notice. Immediately after you take\r\ndamage from a creature you can see, you can use\r\nyour reaction to drink a potion.\r\n\r\n[b]RECYCLED POTIONS[br][\/b]\r\nPrerequisite: 9th level\r\nWhen you brew potions, you can distill those you\r\nhave already brewed, recovering the reagents stored\r\nwithin. You can convert brewed potions into reagent\r\ndice and you can choose to expend those dice to\r\ncreate new potions. You can\u2019t gain more than your\r\nmaximum number of reagent dice using this ability.\r\n\r\n[b]SYRINGE[br][\/b]\r\nUsing a sophisticated hypodermic needle, you can\r\nmore quickly administer potions and poisons. As a\r\nbonus action, you can inject a potion into yourself or\r\na willing creature within 5 feet of you, granting the\r\nbenefits of the potion as if it were drank normally.\r\nYou can inject a potion into an unwilling creature\r\nwith a successful melee attack.\r\n\r\n[b]TRI-MUTATION[br][\/b]\r\nPrerequisites: 13th level, Mutagenist Field of Study\r\nYou\u2019ve developed a powerful, but fleeting way of\r\nblending your mutagens together. When you inject\r\nyourself with a mutagen, you can choose to inject a\r\ntri-mutagen, which grants you the benefit of all your\r\nmutagens at once. This benefit lasts for 1 minute, or\r\nuntil you use your bonus action to inject yourself\r\nwith a different mutagen. Once you use this ability,\r\nyou can\u2019t use it again until you finish a long rest.","subclass_options":"All alchemists learn the basics of their science:\r\nthe elements, chemical reactions, and alchemical\r\nformulae. Beyond that, alchemists pick up a\r\nspecialty which they practice and research in depth.\r\nSome focus on the healing arts, and some focus\r\non destruction, where others focus on research or\r\npotion-brewing. Fields of study are as varied as\r\nthe alchemists which research them and have\r\napplications equally as diverse.\r\n\r\n[h3][u]Amorist[\/u][\/h3]\r\nThe study of mind-affecting alchemy is a\r\ndelicate one, practiced only by a small number of\r\nalchemists, known as amorists. Often called \u201clove\r\ndoctors\u201d by their clientele, amorists specialize in the\r\nbrewing of potions that produce strong emotional\r\nresponses in their drinkers. While love potions are\r\nby far their most popular product, amorists can also\r\ncraft pungent pheromone bombs which can even\r\nsoften the hearts of terrible monsters.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nWhen you choose this field of study at 2nd\r\nlevel, you gain proficiency in the Deception and\r\nPersuasion skills.\r\n\r\n[b]FORMULA: PHEROMONE BOMB\r\n[br][\/b]\r\nStarting at 2nd level, you can craft pheromone\r\nbombs. By replacing your bomb\u2019s explosive contents\r\nwith a potent pheromone, you can change it into a\r\npheromone bomb. A pheromone bomb requires a\r\nWisdom saving throw instead of a Dexterity save.\r\nThe bomb deals no damage, and instead causes the\r\ntarget, as well as each creature within the blast radius\r\nthat fails its saving throw, to be charmed by you until\r\nthe end of its turn or it takes damage.\r\n\r\n[b]MAGNETIC PERSONALITY[\/b]\r\n[br]Starting at 6th level, you can add your Intelligence\r\nmodifier to Charisma checks that you make.\r\n\r\n[b]ALCHEMICAL PERFUME\r\n[br][\/b]\r\nBeginning at 10th level, you wear an aromatic\r\nmind-altering perfume which endears others to you.\r\nWhen a hostile creature within 5 feet of you makes\r\nan attack roll against you, it must make a Wisdom\r\nsaving throw against you bomb save DC or have\r\ndisadvantage on the attack roll. Once a creature\r\nsucceeds on this saving throw, it is immune to this\r\neffect for 24 hours. Creatures which are immune to\r\nbeing charmed automatically succeed this save.\r\n\r\n[b]ALCHEMICAL ROMANCE\r\n[br][\/b]\r\nStarting at 18th level, during a long rest, you can\r\nspend 4 reagent dice to make an extremely potent\r\npotion of true love. This potion acts much like a\r\nphilter of love, except that when you make the potion,\r\nyou choose the creature the target regards as its\r\ntrue love, provided the target knows the creature or\r\nmeets it within 24 hours of consuming the potion.\r\nAdditionally, this effect lasts indefinitely, ended only\r\nwhen you make a new potion of true love, or the\r\neffect is removed with a remove curse spell or similar\r\nmagic. When this potion\u2019s effects are ended on a\r\ntarget, it regards the creature it once loved with total\r\ndisgust, and can never love that creature again.\r\n\r\n[u][h3]Apothecary[\/h3]\r\n[\/u]\r\nMany practically-minded alchemists assume the role\r\nof the apothecary, for adventuring parties always\r\nneeds a healer, and clerics might be in short supply.\r\nDuring their downtime, such alchemists have a\r\nmarketable skill to depend upon for income and\r\ncan do an indisputable amount of good with their\r\nknowledge. Apothecaries are constantly at work\r\nstudying potions and herbology, preferring to learn\r\nhow to mend the body, rather than destroy it.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nWhen you choose this field of study at 2nd level, you\r\ngain proficiency in the Medicine skill.\r\n\r\n[b]FORMULA: PAINKILLER BOMB\r\n[br][\/b]\r\nAt 2nd level, you can create painkiller bombs. By\r\nmixing your bomb\u2019s explosive contents with a slurry\r\nof analgesic oil, you can change it into a painkiller\r\nbomb. A painkiller bomb deals no damage, and\r\ninstead grants each creature within its blast radius\r\ntemporary hit points equal to 1d8 plus half your\r\nalchemist level, which last until the end of your next\r\nturn. This bomb has no effect on constructs and\r\nundead.\r\n\r\n[b]POTION TOSS\r\n[br][\/b]\r\nStarting at 6th level, you\u2019ve developed a chemical\r\nmechanism to deliver potions more effectively to\r\ndistant allies. You can use your action to hurl a\r\npotion at a willing or unconscious creature within 20\r\nfeet of you. The target gains the benefit as if they had\r\ndrank the potion normally.\r\n\r\n[b]SELF-MEDICATION\r\n[br][\/b]\r\nBy 10th level, you\u2019ve tested out your own tolerances\r\nto painkillers such that you can take a small measure\r\nregularly without ill effect. Whenever you drink a\r\npotion that has the effect of restoring your hit points\r\n(even if you already have all of your hit points), you\r\ngain advantage on saving throws until the end of\r\nyour next turn.\r\n\r\n[b]ALCHEMICAL RESURRECTION\r\n[br][\/b]\r\nStarting at 18th level, your medicines are potent\r\nenough to rouse the dead. By using your action to\r\nmix 500 gp worth of diamond dust into a potion of\r\nsuperior healing or a potion of supreme healing, you\r\ncreate a potion of raise dead. Pouring this concoction\r\non a humanoid corpse that has been dead no longer\r\nthan 10 days as an action causes the effect of the raise\r\ndead spell.\r\n\r\n[h3][u]Dynamo Engineer[\/u][\/h3]\r\nAs an early alchemical thesis states, if the\r\nfundamental energy of magic could be captured\r\nwithin physical substance, there would be no need\r\nfor magic-users. Some alchemists have founded\r\ntheir careers on this notion, inventing and iterating\r\nupon small devices known as spell dynamos, which\r\ncan store and manipulate arcane energy. These\r\ndynamos can be configured to store their energy at\r\na specific resonance, such that, when it is released, it\r\nperfectly replicates the effect of a spell. Indeed, these\r\nfew alchemists have begun to brave the frontier of\r\nspellcasting without an ounce of arcane talent; just a\r\nknack for tinkering and endless inventiveness.\r\n\r\n[b]SPECTRUM ANALYZER\r\n[br][\/b]\r\nStarting at 2nd level, you have invented a small\r\ndevice shaped like a monocle capable of rendering\r\nmagical auras visible to the naked eye. You can cast\r\nthe spell detect magic once without using a spell slot\r\nor spell components, and regain the ability to do so\r\nwhen you finish a short or long rest.\r\n\r\n[b]SPELLCASTING\r\n[br][\/b]\r\nAlso at 2nd level, you\u2019ve learned to cast spells by\r\nstoring and releasing energy in spell dynamos.\r\n\r\n[b]Spell Dynamos.[\/b] You power your spells\r\nthrough handheld arcane devices called spell\r\ndynamos, which each hold a single spell slot. The\r\nDynamo Engineer Spellcasting table shows how\r\nmany spell slots you have. The table also shows what\r\nthe level of those slots is; all of your spell slots are\r\nthe same level. To cast one of your wizard spells of\r\n1st level or higher, you must expend a spell slot. You\r\nregain all expended spell slots when you finish a long\r\nrest.\r\n\r\n[b]Preparing Spells.[\/b] Unlike other spells, you\r\nmust prepare spell dynamos in advance. When\r\nyou finish a long rest, you configure each of your\r\ndynamos to cast a particular wizard spell you know.\r\nYou can only use a spell dynamo to cast a spell to\r\nwhich it is configured. When you finish a short or\r\nlong rest, you can reconfigure your unexpended spell\r\ndynamos to hold different spells.\r\n\r\n[b]Spells Known of 1st-Level and Higher.[\/b] You\r\nknow three 1st-level wizard spells of your choice, two\r\nof which you must choose from the evocation and\r\ntransmutation spells on the wizard spell list.\r\nThe Spells Known column of the Dynamo\r\nEngineer Spellcasting table shows when you learn\r\nmore wizard spells of 1st level or higher. Each of\r\nthese spells must be an evocation or transmutation\r\nspell of your choice, and must be of a level for which\r\nyou have spell slots.\r\nThe spells you learn at 8th, 14th, and 20th level\r\ncan come from any school of magic.\r\nWhenever you gain a level in this class, you\r\ncan replace one of the wizard spells you know with\r\nanother spell of your choice from the wizard spell\r\nlist. The new spell must be of a level for which you\r\nhave spell slots, and it must be an evocation or\r\ntransmutation spell, unless you\u2019re replacing the spell\r\nyou gained at 3rd, 8th, 14th, or 20th level from any\r\nschool of magic.\r\n\r\n[b]Spellcasting Ability.[\/b] Intelligence is your\r\nspellcasting ability for your wizard spells, since you\r\ncast them using cutting-edge arcane technology.\r\nYou use your Intelligence whenever a spell refers to\r\nyour spellcasting ability. Use your bomb save DC\r\nwhen setting the saving throw DC for a wizard spell\r\nyou cast, and use your Intelligence modifier when\r\nmaking an attack roll with one.\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency\r\nbonus + your Intelligence modifier\r\n\r\n[b]FORMULA: ARCANO BOMB\r\n[br][\/b]\r\nStarting at 6th level, you can use craft arcano bombs.\r\nBy adding an unexpended dynamo to the bomb\r\n(and thus expending its spell slot), you can change\r\nit into an arcano bomb. An arcano bomb deals force\r\ndamage instead of fire damage, has d12 damage dice,\r\nand deals an additional die of damage, as if a reagent\r\ndie were added to it.\r\n\r\n[b]COUNTER-DISCHARGE\r\n[br][\/b]\r\nBeginning at 10th level, when a creature you can\r\nsee casts a spell which affects you, you can use your\r\nreaction to expend a spell dynamo to release a wave\r\nof disruptive magical energy. If the spell requires\r\nyou to make a saving throw to resist its effects, you\r\nhave advantage on the saving throw. If the spell deals\r\ndamage, you have resistance against it. Once you use\r\nthis ability, you can\u2019t use it again until you finish a\r\nlong rest.\r\n\r\n[b]ARCANE RECYCLER\r\n[br][\/b]\r\nBy 18th level, you can convert otherwise wasted\r\nmagical energy into a usable form. When you miss\r\nwith an arcano bomb, you can recycle the spell slot\r\nstored in the dynamo and transfer it to one of a\r\nnumber waiting empty dynamos on your person.\r\n[table]\r\n[tr]\r\n[th]Alchemist\r\nlevel[\/th]\r\n[th]Spells\r\nknown[\/th]\r\n[th]Spell\r\ndynamos[\/th]\r\n[th]Slot\r\nlevel[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]7[\/td]\r\n[td]5[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]8[\/td]\r\n[td]5[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]8[\/td]\r\n[td]5[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]9[\/td]\r\n[td]5[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]10[\/td]\r\n[td]5[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]10[\/td]\r\n[td]5[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]11[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]11[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]11[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]12[\/td]\r\n[td]7[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]13[\/td]\r\n[td]7[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3][u]Mad Bomber[\/u][\/h3]\r\nWhile many \u201cmad bombers\u201d aren\u2019t actually mad, it\r\ntakes a special kind of crazy to devote one\u2019s life to\r\nstudying explosives. Most alchemists who specialize\r\nin this field are incorrigible pyromaniacs who take\r\ngreat pleasure in burning, blasting, and blowing\r\nthings up. Mad bombers are always working to\r\nimprove their bombs\u2019 effectiveness.\r\n\r\n[b]BLASTING SPECIALTY\r\n[br][\/b]\r\nStarting when you choose this field of study at 2nd\r\nlevel, your bombs deal double damage to objects and\r\nstructures.\r\n\r\n[b]FORMULA: SHRAPNEL BOMB\r\n[br][\/b]\r\nAt 2nd level, you can create shrapnel bombs. By\r\naugmenting your bomb\u2019s explosive contents with\r\nmetal bearings, you can change it into a shrapnel\r\nbomb. A shrapnel bomb deals piercing damage\r\ninstead of fire damage, has d8 damage dice, and\r\nexplodes in a 10-foot radius.\r\n\r\n[b]TIMED DEMOLITION\r\n[br][\/b]\r\nStarting at 6th level, when you take the Use an\r\nObject action to prime a bomb and throw it, you can\r\nset a duration for its detonation, which can be any\r\nnumber of rounds (any increment of 6 seconds) up\r\nto one minute. Following this duration, the bomb\r\ndetonates at the end of your turn. No matter how\r\nmany bombs detonate at once, a creature in more\r\nthan one blast radius is affected only once.\r\n\r\n[b]BLAST SHIELD\r\n[br][\/b]\r\nStarting at 10th level, you have developed an\r\nelemental plating to protect you from hazardous\r\nenergies. You gain resistance to your choice of acid,\r\ncold, fire, or lightning damage and can change your\r\nselection whenever you finish a long rest.\r\n\r\n[b]FORMULA: BLACK POWDER BOMB\r\n[br][\/b]\r\nBeginning at 18th level, you can craft the dreaded\r\nblack powder bombs. By replacing your bomb\u2019s\r\nexplosive contents with a charge of black powder,\r\nyou can change it into a black powder bomb. A black\r\npowder bomb has d12 damage dice.\r\n\r\n[u][h3]Mutagenist[\/h3]\r\n[\/u]\r\n[br]\r\nThe study of alchemy is fundamentally the study of\r\ntransformation. All alchemists transmute mundane\r\nmaterials into magical substances: potions, elixirs,\r\nand bombs, yet some take it one step further. You\r\nhave discovered the secrets of the mutagen, the\r\nvery keystone of transmutation, which allows you\r\nto transform your very body, gaining supernatural\r\nstrength or speed, sprouting additional limbs or\r\nclaws, or thickening your skin into a stony aegis.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nStarting when you choose this field of study at 2nd\r\nlevel, you gain proficiency in your choice of the\r\nAcrobatics or Athletics skill, as well as with shields.\r\n\r\n[b]MUTAGEN\r\n[br][\/b]\r\nAlso at 2nd level, you can use your bonus action to\r\ninject yourself with a powerful transmutative potion\r\nknown as a mutagen. You gain one of the following\r\nbenefits of your choice for 1 minute, or until you use\r\nyour bonus action to inject yourself with a different\r\nmutagen:\r\n\r\n[b]Strength.[\/b] Your Strength score increases by 3,\r\nto a maximum of 20.\r\nAdditionally, you sprout claws, fangs, spines,\r\nhorns, or a different natural weapon of your choice.\r\nYou can use this natural weapon to make unarmed\r\nstrikes. On a hit, you deal damage equal to 1d4 +\r\nyour Strength modifier instead of the bludgeoning\r\ndamage normal for an unarmed strike. The damage\r\nof this attack is bludgeoning, piercing, or slashing, as\r\nappropriate for the natural weapon.\r\n\r\n[b]Dexterity.[\/b] Your Dexterity score increases by 3,\r\nto a maximum of 20. Additionally, your movement\r\nspeed increases by 5 feet.\r\n\r\n[b]Constitution.[\/b] Your Constitution score\r\nincreases by 3, to a maximum of 20. As a result,\r\nyour current and maximum hit points increase\r\naccordingly with your new Constitution score,\r\nbut when this effect ends, both your current and\r\nmaximum hit points decrease by the same amount.\r\n\r\n[b]SHARED MUTAGEN\r\n[br][\/b]\r\nAt 6th level, you\u2019ve created a mutagen formulation\r\ngeneric enough to safely be injected into others. You\r\ncan use your action and spend a reagent die to inject\r\na willing creature within 5 feet of you with a mutagen\r\nof your choice. A creature can only be under the\r\neffect of one mutagen at a time. Once you have\r\ninjected another creature with a mutagen, you can\u2019t\r\ndo so again until the original mutagen ends.\r\n\r\n[b]ADVANCED MUTATION\r\n[br][\/b]\r\nStarting at 10th level, whenever you inject yourself\r\nwith a mutagen, you can choose one of the following\r\nadditional mutations:\r\n\r\n[b]Hyperelastic[\/b]. Your flesh takes on a rubbery\r\nquality, allowing you to bend and stretch with ease.\r\nYour melee weapon attacks gain the Reach property,\r\nif they did not already have them. Additionally, you\r\nhave advantage on ability checks you make to escape\r\ngrapple or slip binds.\r\n\r\n[b]Mucilaginous. [\/b]Your skin secretes a thick,\r\nextremely sticky substance which helps you adhere to\r\nobjects. You can move up, down, and across vertical\r\nsurfaces and upside down along ceilings, while\r\nleaving your hands free. You also have a climbing\r\nspeed equal to your walking speed.\r\nAdditionally, creatures have disadvantage on\r\nability checks made to escape grapple with you.\r\n\r\n[b]Polybrachia.[\/b] You grow a pair of additional\r\narms. These arms are fully functional and can be\r\nused to hold weapons and shields (allowing you\r\nto hold 2 two-handed weapons, or 4 one-handed\r\nweapons), perform somatic components of spells,\r\nand perform other actions, though the arms\r\nthemselves don\u2019t grant you any additional actions.\r\n\r\n[b]MUTATED BLOOD\r\n[br][\/b]\r\nBy 18th level, your mutagens have permanently\r\naltered your biology. Choose Strength, Dexterity, or\r\nConstitution. This ability score increases by 2 and\r\nits maximum becomes 22. Once you have chosen an\r\nability score, this selection can\u2019t be altered.\r\n\r\n[u][h3]Ooze Rancher[\/h3]\r\n[\/u]\r\nUnsurprisingly, oozes, jellies, and slimes are a\r\nfascinating subject of subject for alchemists who\r\nwish to piece together how inanimate chemicals can\r\nform together and rise up in a moving, hungry mass.\r\nThe answer to this question may very well be at the\r\nheart of alchemy itself. Alchemists who choose to\r\nresearch slimes in depth are called ooze ranchers, for\r\nthey breed and keep numerous slimes to experiment\r\nupon.\r\n\r\n[b]OOZE EMPATHY\r\n[br][\/b]\r\nStarting when you choose this field of study at 2nd\r\nlevel, you\u2019ve developed a pheromone mix which\r\nengenders all kinds of slime to you. Whenever an\r\nooze tries to attack you, it must make a Wisdom\r\nsaving throw against your bomb save DC. On a failed\r\nsave, its attack misses. On a successful save, the ooze\r\nis immune to this feature for the next 24 hours.\r\n\r\n[b]FORMULA: SLIME BOMB\r\n[br][\/b]\r\nAt 2nd level, you can create slime bombs. By mixing\r\nyour bomb\u2019s explosive contents with the remnants\r\nof an ooze, you can change it into a slime bomb. A\r\nslime bomb deals no damage, but coats each creature\r\nwithin the blast radius in a viscous, green slime. No\r\ncreature coated in slime can take the Dash action\r\nor the Disengage action. Slime can be removed by\r\ndousing a creature with a gallon of water or by taking\r\nan action to remove most of it.\r\n\r\n[b]BOTTLED OOZES\r\n[br][\/b]\r\nStarting at 6th level, you\u2019ve learned a clever\r\nalchemical trick for condensing oozes into denser\r\nstates and storing them in stasis for later use.\r\nWhenever you brew potions, you can spend 2\r\nreagent dice to create an ooze bottle.\r\n\r\n[b]LIQUID ANATOMY\r\n[br][\/b]\r\nBy 10th level, your experiments with ooze alchemy\r\nhas resulted in injecting yourself with a measure\r\nof ozoplasm, a fundamental substance which\r\ncomposes oozes and slimes. As a result, you can\r\nmove through any space as narrow as 1 inch wide\r\nwithout squeezing (though your equipment does\r\nnot similarly compress). Moreover, you take no\r\nadditional damage from critical hits.\r\n\r\n[b]OOZE JUG[\/b]\r\nBeginning at 18th level, you\u2019ve solved the major\r\nproblem preventing large oozes from being bottled:\r\nyou just needed a much larger bottle. You have one\r\nooze jug, which functions like an ooze bottle, but\r\ncontains a larger ooze. You can only have one ooze\r\njug at a time and it can only contain one ooze at a\r\ntime. You can fill it with the following oozes when\r\nyou brew potions:\r\n[table]\r\n[tr]\r\n[th]Ooze[\/th]\r\n[th]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Ochre Jelly[\/td]\r\n[td]4 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Gelatinous Cube[\/td]\r\n[td]8 reagent die[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Black Pudding[\/td]\r\n[td]10 reagent die[\/td]\r\n[\/tr]\r\n[\/table]\r\n[u][h3]Venomsmith[\/h3]\r\n[\/u]\r\nFor every alchemist that has devoted his or her life\r\nto healing the sick and infirm, there is another with\r\na darker calling. Commonly called poisoners or\r\nvenomsmiths, these alchemists are masters in the art\r\nof crafting deadly and debilitating poisons. Whether\r\nemployed by an assassin\u2019s guild or performing\r\nassassinations themselves, a venomsmith\u2019s presence is\r\nusually accompanied by untimely death.\r\n\r\n[b]POISONER\r\n[br][\/b]\r\nBeginning when you choose this field of study at\r\n2nd level, you gain the Poisoner discovery. Until you\r\nreach 3rd level, you have 2 reagent dice which can\r\nspend only on crafting poisons using this discovery.\r\nYou can\u2019t later replace this discovery with a different\r\none when you gain a level in this class.\r\nAdditionally, when you deal poison damage to a\r\ncreature, you ignore resistance to poison damage and\r\nyou treat immunity to poison damage as resistance\r\ninstead, dealing half damage.\r\n\r\n[b]FORMULA: VENOM BOMB\r\n[br][\/b]\r\nAt 2nd level, you can create venom bombs. By\r\nmixing a few drops of a fast-acting toxin into your\r\nbomb\u2019s explosive components, you can change it\r\ninto a venom bomb. A venom bomb deals poison\r\ndamage instead of fire damage, has d8 damage dice,\r\nand requires a Constitution saving throw instead\r\nof a Dexterity save. Additionally, the target, as well\r\nas each creature within the blast radius that fails\r\nits saving throw, have disadvantage on the next\r\nStrength, Dexterity, or Constitution saving throw it\r\nmakes before the end of its next turn.\r\n\r\n[b]ALCHEMICAL ASSASSIN\r\n[br][\/b]\r\nBeginning at 6th level, you are adept at applying\r\npoisons without being seen. You have advantage on\r\nDexterity (Sleight of Hand) checks you make to add\r\ningested poisoned to food or drink, to apply poison\r\nto a weapon you are holding without being seen, or\r\nto place a vial of poison on another person without\r\nthem noticing.\r\n\r\n[b]MITHRIDATISM\r\n[br][\/b]\r\nBy 10th level, by administering yourself small doses\r\nof various poisons and toxins, you have developed\r\nimmunity to their ravages. You have immunity to\r\npoison damage and to being poisoned.\r\n\r\n[b]TOXIC RECOMPENSE\r\n[br][\/b]\r\nStarting the 18th level, whenever a creature within\r\n5 feet of you hits you with a melee attack, you can\r\nuse your reaction to unleash a spray of poisonous\r\nvapor. The attacker must make a Constitution saving\r\nthrow against your bomb save DC or be poisoned for\r\n1 minute. While poisoned, the creature takes 1d10\r\npoison damage at the start of each of its turns. A\r\npoisoned creature can repeat the saving throw at the\r\nend of each of its turns, ending the effect on itself on\r\na success.\r\n\r\n[u][h3]Xenoalchemist[\/h3]\r\n[\/u]\r\nA small number of renegade alchemists elect to\r\nexperiment on themselves, modifying their anatomy\r\nor even outright attaching new body parts. These\r\nexperiments are often considered unethical and\r\ndangerous, even by other alchemists, and those that\r\npractice them are branded xenoalchemists for their\r\nefforts. As xenolchemists progress in their studies,\r\nthey invariably stumble upon the dangerous practice\r\nof alchemical necromancy, which allows them to\r\nimbue unlife upon amalgamations of body parts.\r\n\r\n[b]XENOBIOLOGY\r\n[br][\/b]\r\nStarting when you choose this field of study at 2nd\r\nlevel, you have advantage on all ability checks you\r\nmake to identify or research monsters.\r\n\r\n[b]MAD SCIENTIST\r\n[br][\/b]\r\nBy 2nd level, you\u2019ve learned the finer points of\r\nreanimating dead appendages and stitching them\r\nto things. You gain two monstrous grafts of your\r\nchoice. Additionally, you don\u2019t lose hit points or hit\r\ndice from installing or removing grafts, and it takes\r\nyou no time to recover after the attachment of a new\r\ngraft.\r\n\r\n[b]SURGICAL ATTACK[\/b]\r\n[br]\r\nBeginning at 6th level, whenever you take the Attack\r\nor Use an Object action on your turn, you can make\r\nan unarmed strike. You can only use this ability if\r\nyour unarmed strike is improved by a graft, such as\r\nBestial Features.\r\n\r\n[b]NECROMANTIC ORGANS\r\n[br][\/b]\r\nBy 10th level, you\u2019ve learned how to tinge your own\r\nbiology with necromancy through reanimated organs\r\nthat will persist after your death. If you drop to 0 hit\r\npoints and don\u2019t die outright, you drop to 1 hit point\r\ninstead.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[b]IT'S ALIVE!\r\n[br][\/b]\r\nBeginning at 18th level, your research into the field\r\nof necromancy has culminated in an alchemical\r\ngolem stitched together from discarded body parts.\r\nYou can create an alchemy golem in an 8-hour long\r\nprocedure, which can be conducted over the course\r\nof a long rest. To complete this process, you must\r\nhave a healer\u2019s kit, alchemist\u2019s supplies, and a knife\r\n(or a facility with access to such tools), as well as at\r\nleast three recently deceased humanoid corpses.\r\nYour alchemy golem acts independently on its\r\nown turn, but always obeys your commands. On\r\neach of your turns, you can use a bonus action to\r\nmentally command your golem if it is within 60\r\nfeet of you. You decide what action the golem will\r\ntake and where it will move during its next turn, or\r\nyou can issue a general command, such as to guard\r\na particular chamber or corridor. If you issue no\r\ncommands, the golem only defends itself against\r\nhostile creatures. Once given an order, the golem\r\ncontinues to follow it until its task is complete.\r\nWhen the alchemy golem drops to 0 hit points,\r\nit dies. You can restore your alchemy golem\u2019s hit\r\npoints and reanimate it over the course of a short or\r\nlong rest.\r\nYou can attach up to three grafts to your\r\nalchemy golem. You can only have one alchemy\r\ngolem at a time.\r\n\r\n[url:[block:1042472]][\/url]","table_data":"LEVEL | PROFICIENCY BONUS | FORMULAE KNOWN | REAGENT DICE | DISCOVERIES KNOWN | FEATURES\r\n1st | +2 | \u2014 | \u2014 | \u2014 | Bombs, Natural Philosopher\r\n2nd | +2 | 3 | \u2014 | \u2014 | Bomb Formulae, Field of Study\r\n3rd | +2 | 3 | 3d10 | \u2014 | Reagent\r\n4th | +2 | 3 | 4d10 | 2 | Ability Score Improvement, Discoveries\r\n5th | +3 | 4 | 5d10 | 2 | Flashbang\r\n6th | +3 | 4 | 6d10 | 3 | Field of Study feature\r\n7th | +3 | 5 | 7d10 | 3 | Improved Potions\r\n8th | +3 | 5 | 8d10 | 3 | Ability Score Improvement\r\n9th | +4 | 6 | 9d10 | 4 | \u2014\r\n10th | +4 | 6 | 10d10 | 4 | Field of Study feature\r\n11th | +4 | 7 | 11d10 | 4 | Evasion\r\n12th | +4 | 7 | 12d10 | 4 | Ability Score Improvement\r\n13th | +5 | 8 | 13d10 | 5 | \u2014\r\n14th | +5 | 8 | 14d10 | 5 | Improved Potions\r\n15th | +5 | 9 | 15d10 | 5 | Blast Coating\r\n16th | +5 | 9 | 16d10 | 5 | Ability Score Improvement\r\n17th | +6 | 10 | 17d10 | 6 | \u2014\r\n18th | +6 | 10 | 18d10 | 6 | Field of Study feature\r\n19th | +6 | 11 | 19d10 | 6 | Ability Score Improvement\r\n20th | +6 | 11 | 20d10 | 6 | Philosopher\u2019s Stone","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1042431","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}