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Alchemist
Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under
the Community Content Agreement for Dungeon Masters Guild.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
All other original material in this work is copyright 2022 by Taron Pounds.
Mechanical Consultants: heavyarms, Benjamin Huffman, Fil Kearney,
Ross Leiser
Narrative Consultants: Spluff
First-Time User Experience: Amanda Davis
Line Editor: Jordan “Flutes Loot” Fultz
Mechanical Identity Integrity: Ukulele Bard
Graphic Design & Layout: Taron Pounds
Cover Illustration: Maxwell Polikoff, Adobe Stock Images
Interior Artwork: Maxwell Polikoff
“Indestructoboy’s Design-O-Sphere” Mod Team: Fil Kearney, Darrin
Scott, Mitchell “Awesome Soul” Turnbull
Playtest Feedback: Akita Shinsei, Akuma, Ani, Beta Ray God,
Biomancer, BlasticPox, Blue Thumbnail, Chronik_Sword, Dont
Panic, Dr. Drill, Draconics, Dragon King, DragonbornDoug, Darel
“DrunkenYoda” Domínguez, Endarius_Termina, FallenPhoenixIV,
Jordan “Flutes” Fultz, Chris “Treantmonk” Honkala, Hornettecco,
Jay Pea, Spencer Jackson, Itay Keren, Ricky “Zip” L., lipehique,
MetaCliff, NAC, Nitroserum, Ryan “Numbers1999” Miller, Joshua
“Dungeoneer’s Pack” Pacheco, Rane!!, RoboticRavenMage, Roísín,
TinCan Whiplash, Titania, tomtheterrifying, Trekiros, Mitchell
Turnbull, Windstrom, John Zambrano
Alchemist......................................................................................3
Class Features................................................................................4
Alchemical Practices.....................................................................6
Animator....................................................................................6
Apothecary................................................................................8
Crystallographer.......................................................................9
Fulminare.................................................................................10
Salbenist....................................................................................11
Toxicologist............................................................................. 12
Downtime................................................................................... 13
Equipment.................................................................................. 15
Adventuring Gear....................................................................... 15
Alchemical Items........................................................................ 16
Alchemical Item Descriptions............................................... 17
Poisons.........................................................................................23
Poison Descriptions................................................................24
Appendices.................................................................................25
Design Notes...............................................................................25
Material Components................................................................26
FAQ...............................................................................................27
Creature Statistics...................................................................... 28
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With material and inspiration from:
Adams, Sydney, Judy Bauer, Jeremy Crawford, Makenzie De Armas, Dan
Dillon, Ari Levitch, Ben Petrisor, Taymoor Rehman. Mordenkainen
Presents: Monsters of the Multiverse. 2022, Wizards of the Coast.
Armstrong, Tom. Better Living Through Alchemy, Dragon #130. 1988,
TSR Inc.
Bonner, Logan, Jason Bulmahn, Stephen Radney-MacFarland, and
Mark Seifter. Pathfinder 2nd Edition Core Rulebook. 2020, Paizo Inc.
Cagle, Eric, Jesse Decker, Jeff Quick, and James Wyatt. Arms and
Equipment Guide. 2004, Wizards of the Coast.
Crawford, Jeremy, Bruce R Cordel, Mike Mearls, Robert J Schwalb,
James Wyatt. Player’s Handbook. 2014, Wizards of the Coast.
Crawford, Jeremy, Bruce R Cordel, Mike Mearls, Robert J Schwalb,
James Wyatt. Dungeon Masters Guide. 2014, Wizards of the Coast.
Perkins, Chris. Waterdeep: Dungeon of the Mad Mage. 2019, Wizards of
the Coast.
Contents
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Class Design: Taron “Indestructoboy” Pounds
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Credits
... and the real-life alchemist featured on the cover art. My first
Dungeon Master; Tyler Thrasher.
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Alchemist
s smoke clears from a candle-lit laboratory, a
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gnome wipes the soot from his goggles.
In front of him lies a glowing mixture
that fumes offensively after the sudden, but anticipated, reaction. His excitement
overcomes a curse the concoction seems to be
casting on his senses, as he rushes to seal the
now-shaking flask with cork. Holding the vibrating flask in hand, he smiles as he drips a layer of
resin over the cork, proudly preparing his bottle of bad
day for the trip ahead.
Often found cooped-up with their experiments or
scavenging the wilds for ingredients, the alchemist is a
student of the metaphysical essence of things, and is as
curious as they are resourceful. They may be dedicated to the
research of medicinal applications, demolitionists fascinated
with the kinetic potential of violent reactions, or researchers of
the hidden weakness of monsters that plague the land.
Alchemy and Magic
The chemical creations of an alchemist can often blur the line
between the natural and supernatural. Considering spells often
draw on power through material components, it’s entirely reasonable to believe an alchemist exists somewhere in this blur,
but unless the creation specifically makes mention of a spell,
the item and its effects are not themselves magical. Alchemists
are a great fit for low-magic campaigns, where spellcasting
may be extremely rare for the standard adventurer.
Playing an Alchemist
This class grants you features intended for a particular playstyle. The alchemist is a low defense, high damage and utility martial blaster. It’s highly recommended that, in combat,
you stay a safe distance away from the enemies to use your
alchemical items on them, but as far back as is safe.
Action: Use an Object
Bonus Action (Set-Up): Catalyze
Movement: Maintain distance from the enemy but stay
within range to attack with items. Salbenists are likely feeling safer in the mid-to-frontline.
Reaction: Some class features, or trigger for Ready action.
Alchemist |
3
Quick Build
You can make an alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score,
followed by Constitution or Dexterity. Second, choose the
guild artisan background.
The Alchemist
Hit Points
Hit Dice: 1d8 per alchemist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per level above 1st
Proficiencies
PB
Feature
1st
+2
Experimentalist Adept, Alchemy
2nd
+2
Alchemical Practice
3rd
+2
Eureka, Methodical Efficiency
4th
+2
Ability Score Improvement
5th
+3
Dulcified Decoctions
6th
+3
Alchemical Practice feature
7th
+3
Mix
8th
+3
Ability Score Improvement
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Armor: Light armor
Weapons: Simple weapons, blowguns
Tools: Alchemist’s supplies, herbalism kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival
Level
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To create an alchemist, consult the following subsections, which give you hit points, proficiencies, and
starting equipment. Then look at the Alchemist table to
see which features you get at each level. Your Proficiency
Bonus is shown in the PB column. The descriptions of those
features appear in the “Class Features” section.
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Alchemist
Creating an
Alchemist
9th
+4
Eureka (Uncommon), Mercurial Flux
10th
+4
Alchemical Practice feature
11th
+4
Volatile Potency
12th
+4
Ability Score Improvement
You start with the following equipment, in addition to the
equipment granted by your background:
13th
+5
Eureka (Rare), Mind Over Matter
14th
+5
Alchemical Practice feature
• Two alchemical items that you know the formula for and 25
gp worth of raw materials
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a demolitioner’s pack, (b) a dungeoneer’s pack, or (c) a
mediciner’s pack
• Leather armor, a dagger, 5 flasks, and alchemist’s supplies
15th
+5
Philosopher's Stone
16th
+5
Ability Score Improvement
17th
+6
Volatile Potency Enhancement
18th
+6
Lightning in a Bottle
19th
+6
Ability Score Improvement
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy
your equipment.
20th
+6
Big Bang
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Starting Equipment
Multiclassing and the Alchemist
If your group uses the optional rule on multiclassing in the Player’s
Handbook, here’s what you need to know if you choose alchemist as
one of your classes.
Ability Score Minimum. As a multiclass character, you must have
at least an Intelligence score of 13 to take a level in this class, or to
take a level in another class if you are already an alchemist.
Proficiencies Gained. If alchemist isn’t your initial class, here
are the proficiencies you gain when you take your first level as an
alchemist: simple weapons, blowguns, alchemist’s supplies, and
herbalism kits.
Class Features
As an alchemist, you gain the following class features, which
are summarized in the Alchemist table.
Experimentalist Adept
1st-Level Alchemist Feature
Choose one of your skill proficiencies. Your proficiency bonus
is doubled for any ability check you make that uses alchemist’s
supplies and the chosen proficiency.
Additionally, you only need to provide 5 gp worth of raw materials to craft any alchemical item you know the formula for
worth 50 gp or less. When you craft alchemical items during a
long rest, the maximum number of alchemical items you can
create during the long rest is equal to your alchemist level +
your Intelligence modifier (minimum of 1).1
1
This enhances a crafting rule in Xanathar's Guide to Everything p. 79, which has
also been reprinted here in the Equipment chapter under alchemist's supplies.
4
Alchemist | Creating an Alchemist
Alchemy
Eureka
Your practice of alchemical research has trained you in the implementation and creation of devastating chemical concoctions of
incredible power. See the Alchemical Items section at the end of
this class for the effects and items you can create with this feature.
You can use the bonus action granted by Catalyze to create a
potion with a rarity of common that you know the formula for,
providing required raw materials. The potion lasts for the same
duration as any alchemical item you create with Catalyze.
Once you use this feature, you cannot do so again until you
finish a long rest. The rarity of the potion you can create increases
as you gain levels in this class, starting at 9th level (uncommon)
and again at 13th level (rare).
Formulae
You know the formula for basic acid, alchemist’s fire, antitoxin,
basic oil, perfume, soap, and two other alchemical items of your
choice. Each time you gain an alchemist level, you learn the formula for another alchemical item of your choice.
You might find and discover other formulae during your adventures.2 You could find the formula for a tanglefoot bag sold by a
potion seller in a market, for example, or shuffled among the notes
of an elder alchemist’s laboratory. Alternatively, if you find a potion or alchemical item, you can research its components to learn
its formula. The process of learning a formula takes 2 hours experimenting with your alchemist’s supplies. If you experimented on
an alchemical item or potion to do so, the item is destroyed in this
process. If the item has a rarity of common, the time required is
doubled, and doubles again for each rank of rarity above common.
Catalyze
Potency
Methodical Efficiency
3rd-Level Alchemist Feature
You can use a bonus action on your turn to make a Wisdom
(Medicine) check or take the Use an Object action.
Further, when you draw an item from your inventory during
your free interaction on your turn, you can draw or store two
items, rather than one.
Ability Score Improvement
4th-Level Alchemist Feature
When you reach 4th, 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.
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As a bonus action on your turn, you can quickly create an alchemical item. To use this ability, you must have your hands
free and the raw materials and container required in your inventory.3 Raw materials you use with this feature are consumed
by the process, and any item you create with this bonus action
loses its potency if not used within 1 minute.4
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3rd-Level Alchemist Feature
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1st-Level Alchemist Feature
You have trained in the use of alchemical items in combat,
granting you the following benefits:
Dulcified Decoctions
5th-Level Alchemist Feature
Any items you create through the bonus action granted by
Catalyze now last for 10 minutes before losing their potency.
Mix
While you have two alchemical items or potions in hand and
neither is the same item, you can use the bonus action granted
by Catalyze to swiftly, and safely, combine them.5 When the
new combined item is used, both effects occur simultaneously.
The combined item loses its potency if it is not used within 10
minutes, and attempting to use this feature with a previously
combined item results in both of the items losing their potency.
Alchemy save DC = 8 + your proficiency bonus + your Intelligence
modifier
Mercurial Flux
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• The range you can throw any alchemical item is doubled, and
being within 5 feet of the target of a ranged attack you make
with an alchemical item does not impose disadvantage on
the attack roll.
• You can use your Intelligence modifier, instead of Strength or
Dexterity, when making an attack roll with alchemical items.
If the item calls for a saving throw, you can use your alchemy
save DC instead of the DC listed in the item’s description, as
shown below:
Alchemical Practice
2nd-Level Alchemist Feature
You choose your Alchemical Practice, a subclass which grants
you features at 2nd, 6th, 10th, and 14th levels.
2
This operates on the assumption that your table uses the sidebar rule "Magic
Item Formulas" in the Dungeon Masters Guide, p. 141.
3
The cost of raw materials is reduced by Experimentalist Adept.
4
Alchemical items that you craft as a downtime activity are assumed to be
crafted with patience and care in a controlled environment. However, those
that you create with Catalyze are made swiftly and lack stability.
7th-Level Alchemist Feature
9th-Level Alchemist Feature
When you create an alchemical item, you can replace the raw
materials required with valuables (such as gold pieces) of a value
equivalent to or greater than the cost of the raw materials.
Volatile Potency
11th-Level Alchemist Feature
When a damage or healing roll is made with an alchemical
item or potion you created, you can roll one additional die of
5
If your table uses the Mixing Potions variant rule from the Dungeon Master's
Guide, the term "safely" has been used in this feature to indicate that you do
this in a way that does not subject the potion to this variant rule.
Alchemist | Class Features
5
Mind Over Matter
13th-Level Alchemist Feature
Philosopher’s Stone
15th-Level Alchemist Feature
Alchemical Practices
Alchemists dedicate themselves to a Practice, a specialization
that describes their passion for alchemy. The following practice
options are available for you to choose from at 2nd level.
Animator
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Your studies have revealed to you the mystic formula for the
legendary philosopher’s stone, which you can create over the
course of 7 days. If you create a new philosopher’s stone while
one you have created already exists, the previous stone is destroyed and returns to nothing. Your philosopher’s stone grants
you the following benefits:
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You can apply your quick wit and analysis to any situation.
When you make a Strength or Dexterity ability check or saving throw, you can use your reaction to give yourself a bonus
to the roll equal to your Intelligence modifier (minimum of
+1). Whenever you are subjected to an effect that allows you
to make a Strength or 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.
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Alchemist
the same size and add it to the damage or healing of the item.
If the item uses multiple damage dice sizes, the die you roll an
additional time is the largest size used.
You can roll a second additional die with this feature when
you reach 17th level.
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• While you are within 1 mile of your philosopher’s stone, you
are immune to disease and cannot be aged by natural or
magical means.
• You can use the Use an Object action to manifest a nonmagical item that can fit in your hand that has a value of 50 gp
or less. Once you use this action, you cannot do so again
until you finish a long rest.
• You can allow the philosopher’s stone to replace any of the
material components called for by a spell. If you do, the
stone is consumed by the spell.
Lightning in a Bottle
18th-Level Alchemist Feature
When you create a potion with your Eureka feature, you can
create a potion with a rarity of very rare. Once you create a
very rare potion this way, you can’t do so again for 7 days.
Big Bang
20th-Level Alchemist Feature
When you roll for initiative, you can use the Use an Object action once (no action required). Once you use this feature, you
cannot do so again until you finish a short or long rest.
6
Alchemist | Alchemical Practices
Stirring from the theories of a primordial soup that spawned
all life as we know it, Animators are alchemists seeking to synthesize life. They are creators of alchemical constructs, known
as homunculus, that are often found with the animator serving as an assistant in their research.
Animator Features
Alchemist
Level
Feature
2nd
Homunculus Companion, Zoetic Theory
6th
Anima Profane
10th
A Life for a Life
14th
Contemptible Chimera
Homunculus Companion
2nd-Level Animator Feature
You can conduct a ritual over the course of an hour, shaping a
mixture of 25 gp worth of clay, ash, mandrake root, and blood.
After the ritual, you gain the service of a homunculus.
Your homunculus is a faithful companion, and it dies if you die.
You determine the homunculus’s appearance. See this creature’s
game statistics in the Alchemical Homunculus stat block, which
uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but
it takes its turn immediately after yours. The homunculus is
friendly to you and your companions, and it obeys your telepathic commands (no action required by you). If you don’t issue
any, it takes the Dodge action and uses its move to avoid danger.
If you are incapacitated, the homunculus can take any action of
its choice, not just Dodge.
You can’t have more than one homunculus at a time. If you
attempt to create another while you have a homunculus, the creation fails.
Alchemical Homunculus
Tiny Construct, shares your alignment
Armor Class 13 (natural armor)
Hit Points 1 + your Intelligence modifier +
your alchemist level (the homunculus has
a number of Hit Dice [d4s] equal to your
alchemist level)
Speed 20 ft., fly 30 ft.
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +2 plus PB
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Evasion. If the homunculus is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails. It can’t use this trait if it’s incapacitated.
Actions
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Telepathic Bond. While the homunculus is on the same plane
of existence as you, it can magically convey what it senses to
you, and you can communicate telepathically with each other.
Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must succeed
on a Constitution saving throw against your alchemy save DC
or be poisoned for 1 minute. If the saving throw fails by 5 or
more, the target falls unconscious, or until it takes damage or
another creature uses an action to shake it awake.
Zoetic Theory
2nd-Level Animator Feature
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DEX
14 (+2)
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STR
14 (+2)
Proficiency
Bonus (PB)
equals your
bonus
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You can give your homunculus materials to absorb into its
body during a short or long rest. The material must have a
value of at least 5 gp and for each additional component you
use, the homunculus gains the corresponding feature.
Adder’s Stomach. The homunculus can spit acid as a
ranged weapon attack with a range of 30 feet that deals 1d6 +
PB acid damage on a hit.
Eagle’s Eye. The homunculus gains proficiency with Perception checks and has advantage on Wisdom (Perception)
checks that rely on sight.
Fur of Bat. The homunculus gains 30 feet of blindsight. The
homunculus can’t use this blindsight while deafened.
Leech. The damage the homunculus deals with its Bite attack increases to 1d4 + PB and, when it hits a creature that is
not a Construct or Undead, it can spend and roll one of its Hit
Dice to regain hit points equal to the number rolled.
Spiderwebs. The homunculus gains a climbing speed equal
to its walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check.
Anima Profane
6th-Level Animator Feature
Animators are shared within a secret ritual, one they helped to
found with ancient necromancers. You gain the ability to cast
the animate dead spell, but only as a ritual. The performance
of this ritual is treated as if you are crafting an alchemical item
for the purposes of your class features.
You must provide a drop of blood, a piece of flesh, and a
pinch of bone dust as raw materials, which are consumed
when you finish the ritual. The skeleton or zombie created
through this ritual has the following changes:
• It is a construct rather than an undead.
• The creature’s hit point maximum is increased by an
amount equal to your alchemist level.
• It gains the Telepathic Bond feature of your homunculus.
Any creature you create with this ritual remains under your
control until you perform the ritual again. When you do, the
previously created creature dies immediately.
Life Stitcher
10th-Level Animator Feature
Your homunculus grows even stronger through the materials
you provide, enhancing their effects:
Adder’s Stomach. The damage the homunculus deals when it
hits a creature with its spit acid increases to 2d6 + PB.
Eagle’s Eye. The homunculus’ proficiency bonus is doubled
for any Perception check it makes while it isn’t blinded.
Fur of Bat. The homunculus does not provoke opportunity
attacks while using its fly speed.
Alchemist | Alchemical Practices
7
Leech. The damage the homunculus deals with its Bite attack
increases to 2d4 + PB.
Spiderwebs. Any climbing speed granted by this component increases by 10 feet.
Sweet Succor
If your homunculus and a construct created with your Anima
Profane are within 5 feet of each other, you can use an action
to command the two to merge, creating a companion flesh
golem that you control in the same way as a homunculus you
create.6 The flesh golem has the following changes:
• It gains the homunculus’ fly speed, Bite, Telepathic Bond,
and any features you granted the homunculus through
your Zoetic Theory.
• Its hit point maximum is increased by an amount equal to
your alchemist level.
The flesh golem dies immediately if you die or create a new
construct from your alchemist features.
Apothecary
Apothecary Features
Alchemist
Level
Feature
2nd
Holistic Medicine, Spagyric Theory
6th
Sweet Succor
10th
Panacea
14th
Miracle Elixir
Holistic Medicine
2nd-Level Apothecary Feature
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You gain proficiency in the Medicine, Nature, or Survival skill
(your choice) and you have advantage on any ability check
you make to forage in nature for raw materials.
Additionally, you learn the formula for healing draught or
one alchemical item of your choice if you already know it.
Spagyric Theory
2nd-Level Apothecary Feature
When you create an alchemical item or potion that restores hit
points, you can infuse the item with specific materials to enhance
it. The material must have a value of at least 5 gp and for each additional material you use, the item gains the corresponding effect:
Honeycomb. The item causes subtle changes in the consumer’s
scent. Animals are put at ease by the scent, granting the consumer
a bonus on Wisdom (Animal Handling) and Charisma checks
made against beasts equal to your Intelligence modifier for 1 hour.
Powdered Gems. If the consumer is afflicted by a poison or
disease that a successful saving throw would end, it can immediately attempt the saving throw when the item restores
its hit points (no action required).
Powdered Silver. The next time the consumer makes a sav6
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You have advantage on Medicine checks you make to stabilize
dying creatures and, when a creature consumes an alchemical item or potion you administer or create that restores hit
points, the first healing roll of the item gains a bonus equal to
your Intelligence modifier.
Panacea
10th-Level Apothecary Feature
The items you infuse with additional components grow even
stronger, enhancing their effects:
Honeycomb. The item causes subtle changes in the consumer’s scent. Animals are put at ease by the scent, granting
the consumer a bonus on Wisdom (Animal Handling) and
Charisma checks made against beasts equal to your Intelligence modifier for 1 hour and advantage on these checks.
Powdered Gems. If the consumer is afflicted by any condition that a successful saving throw would end, it can immediately attempt the saving throw when the item restores its hit
points (no action required).
Powdered Silver. The next time the consumer makes a sav-
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While laughter might be the best medicine, it never cured
filth fever. Apothecaries are medical practitioners, creating
potent potions to cure what ails.
6th-Level Apothecary Feature
Monster Manual, p. 169
Alchemist | Alchemical Practices
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14th-Level Animator Feature
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Alchemist
Contemptible Chimera
ing throw within the next minute, they can roll a d4 and add
the number rolled to the saving throw.
Troll’s Blood. The consumer of the item regains 1 hit point
at the start of each of its turns for 1 minute. If the creature
takes acid or fire damage, this effect stops.
ing throw within the next minute, they can roll a 2d4 and add
the result rolled to the saving throw.
Troll’s Blood. The consumer of the item regains 2 hit points
at the start of each of its turns for 1 minute. If the creature
takes acid or fire damage, this effect doesn’t function at the
start of the creature’s next turn. The creature’s severed body
members (fingers, legs, tails, and so on), are restored after 2
minutes, if the severed part is held to the stump.
creature must spend 2 feet of speed for every 1 foot it attempts
to walk or climb. On a success, this effect ends.
Obsidian. The concoction swirls with sharp shards of obsidian glass. Each time the creature makes an ability check
or saving throw against the alchemical item or comes into
physical contact for the first time on its turn with an object or
structure created by the item, it takes 1d6 piercing damage, as
the shards pierce its body.
Miracle Elixir
Sterner Stuff
When you create a healing draught or potion of healing of any
type, you can infuse it with 300 gp worth of diamond dust. If
you administer the draught to a creature that has died within
the last hour, the creature returns to life with 1 hit point. Doing so can’t return to life a creature that has died of old age,
nor can it restore any missing body parts.
You can use your Eureka feature to create a nonmagical crystal
or gem of your choice. You can create this item using valuables
(such as gold pieces) of a value equal to half the value of the
item. The value of the item can’t be more than 50 times your
alchemist level, and disappears after a number of hours equal
to your proficiency bonus.
Crystallographer
Matter Maker
Alchemist
Level
Feature
2nd
Crystal Alchemy, Vitreus Theory
6th
Sterner Stuff
10th
Mater Maker
14th
Prima Materia
Crystal Alchemy
10th-Level Crystallographer Feature
The items you infuse with additional components grow even
stronger, enhancing their effects:
Banded Agate. The form expands by an additional 5 feet
in a direction of your choice, including potentially the same
direction for a total of 10 feet.
Carbon. Any object or structure created is immune to
bludgeoning, piercing, and slashing damage other than from
magic or adamantine weapons.
Cicada. The item also affects a creature’s fly or swim speed.
Obsidian. The piercing damage increases to 2d6.
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Crystallographer Features
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Often regarded as one of the most pure forms of alchemy, crystallography is the study of crystalline structures. They apply
this knowledge in alchemy to swiftly create remarkably hard
matter nearly instantaneously from chemical compounds.
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6th-Level Crystallographer Feature
14th-Level Apothecary Feature
2nd-Level Crystallographer Feature
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You gain proficiency with jeweler’s tools and you learn the formula for frigid azote or one alchemical item of your choice if you
already know it.
Further, whenever a creature makes an ability check or saving throw to end an effect caused by one of your alchemical
items that reduced its speed, the creature must roll 1d4 and subtract the number rolled from the d20 roll.
Prima Materia
14th-Level Crystallographer Feature
Having tapped into the prime material of creation, your alchemy
toys with the laws of conservation. Any item you create with
Sterner Stuff no longer disappears as per that feature.
Further, you can use Eureka to create a spark of creation, detailed after this subclass description. When you create it using
this feature, you only need to provide a flask to contain the
compound and a crystal worth 500 gp.
Vitreus Theory
2nd-Level Crystallographer Feature
When you create an alchemical item that reduces a creature’s
speed or that materializes into an object or structure (such as
an instant wall), you can infuse the item with specific materials to enhance it. The material must have a value of at least
5 gp and for each additional material you use, the item gains
the corresponding effect:
Banded Agate. The form of any structure created by using
the item expands by 5 feet in one direction of your choice, provided the space it would enter is unoccupied.
Carbon. Any object or structure created by using the item is
hardened, giving it an AC equal to your alchemy save DC and
additional hit points equal to your alchemist level.
Cicada. For 1 minute, the target must make a Constitution
saving throw at the start of each of its turns. On a failure, the
Alchemist | Alchemical Practices
9
Fulminare
Hit the Deck
Alchemist
Level
Feature
2nd
Instruments of Destruction, Phlogiston Theory
6th
Hit the Deck
10th
Chemical Warfare
14th
Spontaneous Combustion
2nd-Level Fulminare Feature
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When you create a thrown alchemical item that deals damage, you can infuse the item with additional components to
enhance it. The material must have a value of at least 5 gp and
for each additional material you use, the item gains the corresponding effect:
Nut Shells. The item sends a seismic shock, breaking apart
the nearby earth, causing the ground within 10 feet of the area
the item was thrown to become difficult terrain.
Quartz. When a creature takes damage from the item, it
becomes dazed until the end of the turn. While dazed, the
creature must succeed on a Constitution saving throw before
it makes an attack, or the attack misses. On a success, the target is no longer dazed.
Saltpeter. Increasing the item’s volatility, if the item only
targets a single creature, you can instead target a point
within the same range. All creatures within 10 feet of the
point must succeed on a Dexterity saving throw against
your alchemy save DC or be subjected to the item’s effects
as if they had been hit by an attack.
Powdered Arcane Focus. When you make an attack with
the item, roll a d6 and consult the following table. Damage
dealt by the item changes to the corresponding Damage Type.
10
The items you infuse with additional components grow even
stronger, enhancing their effects:
Nut Shells. The area of the effect increases to 15 feet and
deals double damage to objects that are not worn or carried
and structures.
Quartz. When a creature takes damage from the item, it
becomes dazed until the end of your next turn, rather than
the end of the current turn.
Saltpeter. The area of the effect increases to 15 feet.
Powdered Arcane Focus. When you roll on the
table to determine the item’s damage type,
roll 3d6 and choose one of the dice to use
for the result instead.
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You gain proficiency with potter’s tools and you learn the formula for thunderstone or one alchemical item of your choice
if you already know it.
Further, whenever you deal damage with an alchemical
item roll the highest value on one of the damage dice, you can
roll the die one additional time and add the number rolled to
the damage.
2nd-Level Fulminare Feature
Chemical Warfare
10th-Level Fulminare Feature
Instruments of Destruction
Phlogiston Theory
Having to react quickly to sudden, unstable explosives has
heightened your instincts to danger. When you are forced to
make a Dexterity saving throw against an effect you can see,
you can use your reaction to move up to half your speed immediately before the effect occurs, potentially moving out of
the area of danger. To gain this benefit, you can’t be blinded,
deafened, or incapacitated.
d6
Damage Type
d6
Damage Type
1
Cold
4
Psychic
2
Lightning
5
Radiant
3
Necrotic
6
Force
Alchemist | Alchemical Practices
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Fulminare Features
6th-Level Fulminare Feature
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Alchemist
Sometimes dismissed by other alchemists as “mad bombers”,
fulminares are specialists of combustion. The process of creation must have its opposite, and fulminares may be seen as
those philosophers of destruction.
Spontaneous Combustion
14th-Level Fulminare Feature
Whenever you deal damage with an alchemical item that deals
bludgeoning, fire, or thunder damage and roll the highest value
on any of the damage dice, you can roll those dice an additional
time and add the number rolled to the damage. You can continue to do so with the additional dice as well.
Salbenist Features
Alchemist
Level
Feature
Oleic Arms, Anointed Blade
6th
Extra Attack
10th
All-Consuming Flame
14th
Soul of Cinder
Oleic Arms
2nd-Level Salbenist Feature
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2nd
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The title of salbenist (literally “oil-user”) is bestowed upon
one that wields blades coated in alchemical oil. A salbenist
may be a devoutly anointed crusader, a warrior hailing from a
tribe society founded near some free-flowing substance, or a
vengeful witchhunter using concoctions to exploit the secret
weaknesses of monsters.
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Salbenist
You gain proficiency with medium armor and with martial
weapons that lack the heavy or two-handed properties.
Additionally, you learn the formula for bladefire oil or one
alchemical item of your choice if you already know it.
Anointed Blade
2nd-Level Salbenist Feature
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You can perform an anointing ritual over the course of 1 hour
with a weapon you are proficient with and that lacks the twohanded property. During the ritual, you must coat the weapon
with an oil, which is absorbed into the weapon and anoints it.
Upon concluding the ritual, you gain the following benefits until you perform the anointing ritual on another weapon:
• When you attack with the anointed weapon, you can use
your Intelligence modifier, instead of Strength or Dexterity,
for the attack and damage rolls.
• When you equip the anointed weapon, you can will the oil
absorbed into it to coat it. Doing so does not consume the oil,
and the weapon remains coated until you dismiss it, it leaves
your hand, or until you coat it with another oil.
• Whenever you make a damage roll for additional damage
dealt with an oil and roll the highest value on one of the damage dice, you can roll that die one additional time and add the
number rolled to the damage.
Extra Attack
6th-Level Salbenist Feature
All-Consuming Flame
10th-Level Salbenist Feature
When you take damage of the same type dealt by the oil anointing your weapon, you can use a reaction to reduce the damage
you take to 0. When you do, you regain a number of hit points
equal to the total damage reduced. If these hit points would exceed your hit point maximum, you can choose to instead gain
the remainder as temporary hit points.
You can use this feature a number of times equal to your
proficiency bonus, and you cannot do so again until you finish
a long rest.
Soul of Cinder
14th-Level Salbenist Feature
Whenever you make a damage roll for additional damage
dealt with an oil and roll the highest value on any of the dice,
the attack’s damage ignores resistance and immunity.
You can attack twice, instead of once, whenever you take the
Attack action on your turn.
Alchemist | Alchemical Practices
11
Mithridatism
Toxicologist Features
Alchemist
Level
2nd
Adulterated Alchemy, Fel Theory
6th
Mithridatism
10th
Malediction
14th
Demon Core
You gain proficiency with the poisoner’s kit and treat poisons
you create as alchemical items for the purposes of your alchemist class features. Further, you have advantage on ability
checks you make to handle, harvest, or identify poisons, and
diagnose disease.
2nd-Level Toxicologist Feature
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When you create an alchemical item that inflicts the poisoned
condition or deals poison or necrotic damage, you can infuse
the item with specific materials to enhance it. The material must
have a value of at least 5 gp and for each additional material you
use, the item gains the corresponding effect:
Desecrated Water. Any poison damage dealt by the item becomes necrotic damage.
Eye of Newt. While the target is poisoned in this way, the target takes 1d6 poison damage the first time it is hit with an attack
on a turn.
Powdered Lead & a Flask. The poison becomes a toxic powder
or gas that takes effect when inhaled, rather than its indicated
method of subjecting a creature to its effects. As an action, you
open or throw the flask to a point up to 20 feet away, shattering
the flask. Creatures within 5 feet of the point are subjected to the
poison.
Valerian Root. While the target is poisoned in this way, the
target’s mind wracks with pain. Whenever the creature makes
a Constitution saving throw to maintain concentration, it must
subtract a d4 from the number rolled for the check.
12
• You are immune to poison damage.
• You have resistance to acid damage.
• You have resistance to necrotic damage.
Malediction
The items you infuse with additional components grow even
stronger, enhancing their effects:
Desecrated Water. Damage dealt by the item ignores resistance to necrotic damage.
Eye of Newt. The target takes an additional 1d6 poison
damage from this effect.
Powdered Lead & a Flask. The area affected by the poison
increases to 10 feet.
Valerian Root. Whenever the creature makes a Constitution
saving throw to maintain concentration, it must subtract 2d4
from the number rolled for the check.
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Adulterated Alchemy
Fel Theory
You have advantage on saving throws you make to avoid or
end the poisoned condition on yourself. You also have resistance to poison damage.
Additionally, if another feature, item, or spell gives you resistance to poison damage, you can choose instead to gain one
of the following benefits, which lasts for the duration listed in
the effect (you choose when the effect takes place):
10th-Level Apothecary Feature
Feature
2nd-Level Toxicologist Feature
6th-Level Toxicologist Feature
Alchemist | Alchemical Practices
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A reviled trade in most societies, toxicologists are alchemists that
specialize in disease and poison. Other practices tend to view the
toxicologist as a perversion of a sacred art, leading them to more
often find a home within a thieves’ guild, supplying black markets with these insidious concoctions. They are a logistical keystone in the planning of assassinations requiring a more delicate
touch, but some toxicologists are less secretive about their trade.
There are adventurers that may break away from the traditional view of their title; a paladin may break their oath, or a
cleric may worship a god of death. For alchemists, it’s the incorporation of poison in their sacred study they view as a foul practice that lingers in the shadow.
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Alchemist
Toxicologist
Demon Core
14th-Level Toxicologist Feature
The alchemical poisons you create have the potential to overcome natural defenses against them. Poisons you create have
the following changes:
• They ignore resistance to poison damage.
• A creature that has immunity to poison damage instead
takes half damage from the item instead of none.
• They ignore immunity to the poisoned condition, with these
creatures instead making the saving throw with advantage.
T
his chapter is a reorganization of the information
Activities
Sa
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Downtime activities require a certain number of days to
complete before you gain any benefit, and at least 8 hours
of each day must be spent on the downtime activity for the
day to count. The days do not need to be consecutive. If you
have more than the minimum amount of days to spend, you
can keep doing the same thing for a longer period of time, or
switch to a new downtime activity.
Crafting
Xanathar’s Guide to Everything pp. 128-130
You can craft nonmagical objects using a tool you are proficient with. You might also need access to special materials or
locations necessary to create it. For example, someone proficient with alchemist’s supplies needs a laboratory in order to
craft a tanglefoot bag or acid.
For every day of downtime you spend crafting, you can craft
one or more items with a total market value not exceeding 5
gp, and you must expend raw materials worth half the total
market value.7 8 If something you want to craft has a market
value greater than 5 gp, you make progress every day in 5-gp
7
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Crafting an Item
A character who has the time, the money, and the needed
tools can use downtime to craft armor, weapons, clothing, or
other kinds of nonmagical gear.
Resources and Resolution. In addition to the appropriate
tools for the item to be crafted, a character needs raw materials
worth half of the item’s selling cost. To determine how many
workweeks it takes to create an item, divide its gold piece cost
by 50. A character can complete multiple items in a workweek
if the items’ combined cost is 50 gp or lower. Items that cost
more than 50 gp can be completed over longer periods of time,
as long as the work in progress is stored in a safe location.
Multiple characters can combine their efforts. Divide the time
needed to create an item by the number of characters working
on it. Use your judgment when determining how many characters can collaborate on an item.
If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item
crafted in this way at its listed price.9
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already provided across the official books for
clear, concise reference and ruling. The Alchemist and the items within were created to embrace the 5e crafting system rather than rewrite it, but these
rules are somewhat scattered across the Player’s Handbook, Dungeon Masters Guide, and Xanathar’s Guide to Everything. Some of
the rules that do not pertain to the alchemist’s class features
have been omitted.
The footnotes within also address some questions that came
up during playtest that felt necessary to highlight what rules
class features may apply to.
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Downtime
increments until you reach the market value of the item. For
example, a suit of plate armor (market value 1,500 gp) takes
300 days to craft by yourself.
Multiple characters can combine their efforts toward the
crafting of a single item, provided that the characters all have
proficiency with the requisite tools and are working together
in the same place. Each character contributes 5 gp worth of
effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and
the proper facilities can craft a suit of plate armor in 100 days,
at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without
having to pay 1 gp per day, or a comfortable lifestyle at half the
normal cost (see chapter 5 for more information on lifestyle
expenses).
This is what Experimentalist Adept was designed to enhance; making it more
efficient for the alchemist to create the items they need for adventures.
8
"Raw Materials" is the term used in the official books to refer to any materials
required to create the item. You do not need to provide gold pieces to create
an item, you just need to purchase materials if you are not able to source them.
Crafting a Magic Item
Dungeon Master’s Guide pp. 128-129
Magic items are the DM’s purview, so you decide how they fall
into the party’s possession. As an option, you can allow player
characters to craft magic items.
The creation of a magic item is a lengthy, expensive task. To
start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster
with spell slots and must be able to cast any spells that the
item can produce. Moreover, the character must meet a level
minimum determined by the item’s rarity, as shown in the
Crafting Magic Items table. For example, a 3rd-level character
could create a wand of magic missiles (an uncommon item),
as long as the character has spell slots and can cast magic missile. That same character could make a +1 weapon (another
uncommon item), no particular spell required.
9
Note, this last sentence uses "can" in an odd way that may imply the character
always gets market value if they sell an item. This would be a removal of DM
agency that is very atypical of 5e rules wording, so I assume this was unintended.
Downtime | Activities
13
Item Rarity
Creation Cost
Minimum Level
Common
100 gp
3rd
Uncommon
500 gp
3rd
Rare
5,000 gp
6th
Very Rare
50,000 gp
11th
Legendary
500,000 gp
17th
A magic item formula explains how to make a particular magic
item. Such a formula can be an excellent reward if you allow player
characters to craft magic items.
You can award a formula in place of a magic item. Usually written
in a book or on a scroll, a formula is one step rarer than the item it
allows a character to create. For example, the formula for a common
magic item is uncommon. No formulas exist for legendary items.
If the creation of magic items is commonplace in your campaign, a
formula can have a rarity that matches the rarity of the item it allows
a character to create. Formulas for common and uncommon items
might even be for sale, each with a cost double that of its magic item.
Brewing Potions of Healing
Potions of healing fall into a special category for item crafting,
separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The
times and costs for doing so are summarized on the Potion of
Healing Creation table.
Potions of Healing Creation
Type
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14
Downtime | Activities
Item Cost
–Crafting Cost–
Time
Cost
Healing
50 gp
1 day
25 gp
Greater
200 gp
1 wk
100 gp
Superior
2,000 gp
3 wks
1,000 gp
Supreme
20,000 gp
4 wks
10,000 gp
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An item has a creation cost specified in the Crafting Magic Items
table (half that cost for a consumable, such as a potion or scroll).
A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day
of work until the total cost is paid. The character is assumed to
work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust
the costs to better suit your campaign.
If a spell will be produced by the item being created, the creator
must expend one spell slot of the spell’s level for each day of the
creation process. The spell’s material components must also be
at hand throughout the process. If the spell normally consumes
those components, they are consumed by the creation process. If
the item will be able to produce the spell only once, as with a spell
scroll, the components are consumed only once by the process.
Otherwise, the components are consumed once each day of the
item’s creation.
Multiple characters can combine their efforts to create a magic
item if each of them meets the level prerequisite. Each character
can contribute spells, spell slots, and components, as long as
everyone participates during the entire crafting process. Each
character can contribute 25 gp worth of effort for each day spent
helping to craft the item.
Normally, a character who undertakes this activity creates a
magic item described in chapter 7, “Treasure.” At your discretion,
you can allow players to design their own magic items, using the
guidelines in chapter 9, “Dungeon Master’s Workshop.”
While crafting a magic item, a character can maintain a
modest lifestyle without having to pay the 1 gp per day, or a
comfortable lifestyle at half the normal cost (see chapter 5,
“Equipment,” in the Player’s Handbook).
Dungeon Master’s Guide p. 141
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Crafting Magic Items
Magic Item Formulas
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Downtime
You can decide that certain items also require special materials or locations to be created. For example, a character might
need alchemist’s supplies to brew a particular potion, or the
formula for a flame tongue might require that the weapon be
forged with lava.
Foraging
An alchemist in need can resource the raw materials for their
alchemical items from the surrounding environment. Should
this come up in your games, the following variant rule has
been provided.
Variant Rule: Foraging Raw Materials
Just as characters can gather food and water while traveling at a
normal or slow pace, a foraging character can spend time gathering raw materials for crafting. When doing so, the character
can make either an Intelligence (Nature) or a Wisdom (Survival)
check after spending 1 hour foraging, with the DC determined by
the abundance of resources in the region.
Raw Material Foraging
Resource Availability
DC
Abundant
10
Limited
15
Scarce
20
If multiple characters forage, each character makes a separate
check. A foraging character finds nothing on a failed check. On
a successful check, roll 1d6 + the ability modifier used to determine the value of the raw materials (in gp) the character finds.
A
ppearing within this chapter are new items you can find
Revised Items
The design process of this class exposed a few hiccups with the original
alchemical items in the Player’s Handbook, which could cause some
confusion and potential unintended interactions. In short, these are
quality of life mechanical changes to help clarify the use of these items
with no change made to damage. A full breakdown of the reasons for
these revisions is detailed in Appendix C.
Adventuring Gear
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Unless otherwise stated in its description, if an item calls for an
action, it is used with the Use an Object action.
Alembic. An airtight, glass distillation device.
Astrolabe. An astrolabe can be used as a part of making an
ability check to navigate at night while stars or other planetary
bodies are visible. If you do, the check is made with advantage.
Bellows. A device used to furnish a strong, short blast of air
through a nozzle.
Brazier. A portable container used to burn charcoal or fuel.
Candle Mold. A mold is required, in addition to any wax, to
make any candle with a weight of 1 pound or less.
Coffee Grounds. Boiling water can be poured through coffee
grounds and filtered to make a cup of coffee.
Crucible. A small ceramic or metal container that can hold
molten substances without breaking.
Earplugs. Made from solid sponge or cork, a creature wearing
these earplugs is effectively deafened.
Glass Cutter. This special device allows you to cut through
glass as thick as a half-inch, creating a circular hole between 3 to
16 inches wide (your choice).
Hammock. A portable sling bed made of interwoven rope or
other textiles. It can be hung between two posts or trees to create a comfortable, elevated sleeping area.
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Cost
Weight
12 gp
1 lb.
Astrolabe
2 gp
1 lb.
Bellows
5 gp
2 lb.
10 gp
50 lb.
12 sp
5 lb.
Coffee grounds
1 sp
1 lb.
Cruicible
1 gp
1 lb.
Alembic
Brazier
Candle mold
Earplugs
3 sp
—
1 sp/ft
—
Glass cutter
2 gp
1 lb.
Hammock
5 gp
1 lb.
Heat mat
25 gp
—
Heatsuit outfit
20 gp
15 lb.
Magnet, small
1 gp
1 lb.
Magnifying glass
5 gp
—
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during your adventures, as well as revised mechanics for certain alchemical items that previously appeared in the Player’s Handbook. The chapter begins with a section on new and reprinted Adventuring Gear,
with Alchemical Items appearing afterwords.
When you choose the formulae for alchemical items you
know as an Alchemist, the applicable items appear in the Adventuring Gear (Alchemical Items) table.
Item
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Equipment
Adventuring Gear
Glass, tubing
Mortar and pestle
1 gp
—
20 gp
—
1 sp
1 lb.
Spyglass
10 gp
—
Telescope
Periscope
Shriek rock
30 gp
5 lb.
Test kit
5 gp
3 lb.
Tongs
3 sp
—
Alchemist's supplies
50 gp
8 lb.
Herbalism kit
5 gp.
3 lb.
Tools
Heat Mat. A 1 square foot mat made of heat-absorbing materials. The mat can withstand temperatures of up to 1,200
degrees Fahrenheit without catching fire. It can be used to
handle flaming hot objects for short periods of time without
burning the creature carrying it.
Heatsuit Outfit. Clothing designed to protect the wearer
against the effects of extreme heat, such as temperatures
found around forges and volcanoes. It consists of heavy pants
and coat, a specially treated leather apron, very thick mittens,
a thick hood, and goggles.
Magnet, Small. This small magnet can be used to attract
loose metal items or stick to ferrous objects. It is only power-
Equipment | Adventuring Gear
15
Proficiency with an herbalism kit allows you to identify plants
and safely collect their useful elements. An herbalism kit includes pouches to store herbs, clippers and leather gloves for
collecting plants, a mortar and pestle, and several glass jars.
Containers
Container Capacity
Container
Bottle, glass
Cauldron
Flask
Jar
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The following tools have been reproduced and reorganized here
with their relevant information for ease of play with this class.
Artisan’s Tools
Player’s Handbook p. 154
These special tools include the items needed to pursue a craft or trade.
Proficiency with a set of artisan’s tools lets you add your proficiency bonus
to any ability checks you make using the tools in your craft.
Alchemist’s Supplies Alchemist’s supplies include two glass beakers, a metal frame
to hold a beaker in place over an open flame, a glass stirring
rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can
allow a character to make a check using the indicated skill with
advantage. As part of a long rest, you can use alchemist’s supplies to make one alchemical item with a value as high as 50
Equipment | Alchemical Items
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Liquids must be used in specific volumes for their effects to
occur. The container listed in the item and indicated in this
column indicates the minimum amount of the substance required for its full effects to occur.
Cost
Weight Capacity
2 gp
1 lb. 11/2 pints liquid
20 gp
200 lb. 20 gallon liquid
2 cp
1 lb. 1 pint liquid
5 sp
— 1/4 pint liquid
1 pint liquid
Clay
1 sp
2 lb.
Glass
3 sp
1 lb.
Metal
1 gp
2 lb.
Jug, clay
3 cp
9 lb. 1 gallon liquid
Percolator
1 gp
1 lb. 1 pint liquid
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New packs are available to choose from when you choose your starting
equipment. The contents of these packs are listed here. If you are
buying your starting equipment, you can purchase a pack for the price
shown, which might be cheaper than buying the items individually.
Astronomer’s Pack (40 gp). Includes a backpack, an astrolabe, a
bottle of ink, an ink pen, a telescope, a scroll case full of diagrams
on celestial bodies, and 10 sheets of parchment.
Demolitionist’s Pack (35 gp). Includes a backpack, bedroll, 3 flasks,
4 clay pots, earplugs, a hooded lantern, and a vial of gunpowder. The
pack also has 30 feet of fuse packed within the chest.
Detective’s Pack (15 gp). Includes a backpack, a magnifying glass,
a mask, a set of tongs, and a test kit.
Mediciner’s Pack (22 gp). Includes a backpack, a hammock, 3
flasks, 5 glass bottles, 10 days of rations, a waterskin, a healer’s kit,
and an herbalism kit.
16
Herbalism Kit
Graduate
New Equipment Packs
Tools
gp. Subtract half the value of the created item from the total gp
worth of raw materials you are carrying.
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Equipment
ful enough to attract metal that weighs 3 ounces or less.
Mortar and Pestle. A bowl and crusher used to grind material down to powder.
Periscope. A small, handheld periscope roughly 1 foot long.
If you use a periscope while behind cover, you can look over
obstacles and around corners without exposing yourself to
danger.
Shriek Rock. These flat stones have carefully drilled holes
that cause a loud, high-pitched “shriek” when thrown hard.
This sound is as loud as a human screaming in a shrill voice.
Telescope. An instrument used to view planetary bodies.
Test Kit. This kit contains various materials for the testing
of unknown magical and mundane fluids. A single kit typically contains leather gloves, clippers, five glass vials, strips
of alchemical testing paper, a flask of alcohol. The kit has ten
uses, one of which you can spend to gain advantage on an applicable Intelligence (Investigation) check.
Tongs. These are 1-foot-long metal tongs used to pick up
objects that weigh as much as 1 pound without touching them
directly.
1 gallon liquid
Pot
Clay
2 sp
7 lb.
Iron
2 gp
10 lb.
— 4 ounces liquid
Vial
Clay
1 sp
Glass
3 sp
Metal
1 gp
Gold-inlaid
Platinum-inlaid
10 gp
100 gp
Alchemical Items
These items can be purchased with your starting equipment
and crafted with alchemist’s supplies. They are shown in the
Adventuring Gear (Alchemical Items) table with a Container,
Cost, and Weight (Wt.), and described in the Alchemical
Items section in this chapter.
Some alchemical items have a secondary classification,
shown in italics. This is meant for ease of reference, but certain classifications obey certain rules:
Acid. Acids are naturally occurring or originate from a certain creature (such as a black dragon). However, some acids
are mundane chemical mixtures that may be created in a laboratory with alchemist’s supplies and are listed here.
Oils. Oils are nearly always a substance that must be coated
onto a creature or object. The action required to do so is listed
in its description.
Adventuring Gear (Alchemical Items)
Item
Container
Acid
Vial
Basic
Cost
Wt.
1 lb.
25 gp
Oxidizing agent
50 gp
Item
Container
Bladefire
Cost
Wt.
20 gp
Crone's ire
100 gp
Dragonwound
100 gp
Adhesive
Vial
5 sp
—
Farflame
2 gp
Alchemist’s fire
Flask
50 gp
1 lb.
Ghostoil
100 gp
Alkahest
Vial
50 gp
1 lb.
Vicious bleeder
100 gp
Antitoxin
Vial
50 gp
1 lb.
Candle
—
Vial
5 gp
—
Polar skin
Flask
25 gp
1 lb.
Potion of healing
Vial
50 gp
1/2 lb.
Candle, basic
—
1 cp
—
Candle, focusing
—
100 gp
1 lb.
Candle, insectbane
—
1 sp
—
Candle, restful
—
100 gp
1 lb.
Superior (Rare)
Clearbreath
Vial
20 gp
1 lb.
Supreme (Very Rare)
Darkvision powder
Vial
10 gp
1 oz.
Basic (Common)
200 gp
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Greater (Uncommon)
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Perfume
2,000 gp
20,000 gp
Shriek paste
Vial
Vial
Flask
20 gp
1 lb.
Smelling salts
—
50 gp
1 lb.
Smoke stick
Fleetfoot
Flask
50 gp
1 lb.
Soap
Frigid azote
Flask
50 gp
1 lb.
Spark of creation
Gravebane
Flask
50 gp
1 lb.
Sparkstone
Green slime
Pot
100 gp
7 lb.
Healing draught
Vial
25 gp
1 lb.
Holy water
Flask
25 gp
Insect repellent-salve
Vial
Instant rope
Instant wall
1 lb.
3 sp
—
2 gp
—
2 cp
—
20,000 gp
—
—
50 gp
1 lb.
Splash catalyst
Vial
50 gp
1 lb.
Sunrod
—
1 lb.
Tanglefoot bag
Sack
5 gp
4 lb.
20 gp
1 lb.
Thunderstone
—
50 gp
2 lb.
Flask
5 gp
1 lb.
Toothpaste
Vial
5 sp
Flask
25 gp
1 lb.
Torch
—
Levin shell
Flask
50 gp
1 lb.
Beast-repellent
—
20 gp
Longbreath
Vial
50 gp
1 lb.
Frigidflame
—
1 gp
Motelight
Flask
50 gp
1 lb.
Sentry
—
50 gp
Oil
Flask
1 lb.
Tindertwig
—
5 gp
—
Vial
Sa
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Defoliator
Dwarfblind stone
15 gp
Basic
Anointing
1 sp
Flask
20 gp
1 lb.
50 gp
Potions of Healing. The container, cost, and weight for potions of healing have been reproduced here for reference.
Item Type: Alchemical Item
Verminbane
—
1 lb.
This supplement aims to solidify a term that has mostly been used in
abstraction; “alchemical items.” This is not a blanket term to refer to “any
item an alchemist can make,” but rather a classification of “nonmagical
items created through a process of chemical reactions.” For example, the
alchemist’s fire is considered to be a chemical substance that ignites when
exposed to the air through natural reactions, but a potion of healing is a
liquid that magically mends wounds by consuming it.
When playing this class, it should be understood that if a feature
refers to an alchemical item, it is not being used to encompass poisons
or potions unless specifically stated. Features like Alchemy and Lightning
in a Bottle are designed and balanced around this assumption. This class
allows you to create alchemical items in the middle of combat, while
still providing you with the features to create permanent potions more
easily within the official rules provided for downtime crafting.
Alchemical Item Descriptions
The alchemical items are listed in alphabetical order.
• Acid, Basic Adventuring gear (alchemical item)
Container: Vial (1 ounce)
You can splash the contents of the vial or throw it,
shattering the vial, up to 20 feet as a ranged simple
weapon attack with either the Attack or Use an Object
action. When you do, make a ranged attack against a
creature or object, treating the acid as a ranged simple
weapon. On a hit, the attack deals 2d6 acid damage. If
the vial is thrown, it shatters on impact.
Equipment | Alchemical Items
17
Equipment
Container: Vial (1 ounce)
You can splash the contents of the vial or throw it,
shattering the vial, up to 20 feet as a ranged simple
weapon attack with either the Attack or Use an Object
action. When you do, make a ranged attack against a
creature or object, treating the acid as a ranged simple
weapon. On a hit, the acid corrodes nonmagical ferrous
metal, dealing 2d10 acid damage if the target is a
construct made of metal. If the target is an object that
isn’t being worn or carried, the acid destroys a 1-footradius circle that is 1-inch deep. If the target is a creature
wearing or carrying the object, choose one of the objects
to target from either its armor, shield, or weapon:
• The armor or shield takes a permanent and cumulative -1
penalty to the AC it offers. Armor reduced to an AC of 10 or
a shield that drops to a +0 bonus is destroyed.
• The weapon takes a permanent and cumulative -1
penalty to damage rolls. If its penalty drops to -5, the
weapon is destroyed.
• Adhesive Container: Vial (1 ounce)
A sticky substance used to adhere materials together.
• Alchemist’s Fire Adventuring gear (alchemical item)
Container: Flask (1 pint)
Sa
m
This sticky, adhesive fluid ignites when exposed to air. You
can throw this flask up to 20 feet with either the Attack or
Use an Object action, shattering it on impact. When you do,
make a ranged attack against a creature or object, treating
the alchemist’s fire as a ranged simple weapon. On a hit, the
target takes 1d4 fire damage at the start of each of its turns.
A creature can end this damage by using its action to make a
DC 10 Dexterity check to extinguish the flames.
• Alkahest Adventuring gear (alchemical item)
Container: Vial (1 ounce)
When poured on or within an alchemical item, the item
is reduced back to its raw materials after 1 minute. The
alkahest is lost in the process.
• Antitoxin Adventuring gear (alchemical item)
Container: Vial (1 ounce)
A creature that drinks this vial of liquid gains advantage
on saving throws against poison for 1 hour. It confers no
benefit to undead or constructs.
18
Adventuring gear (alchemical item)
For 1 hour, a candle sheds bright light in a 5-foot radius
and dim light for an additional 5 feet.
• Candle, Focusing Adventuring gear (alchemical item)
For 1 hour, a candle sheds bright light in a 5-foot radius
and dim light for an additional 5 feet. While burning, the
focusing candle fills the air within 20 feet with a fresh,
crisp odor. The candle is a great boon to those engaged
in strenuous mental activity, granting a +1 bonus to any
ability check made with artisan’s tools during the hour.
• Candle, Insectbane Adventuring gear (alchemical item)
For 1 hour, a candle sheds bright light in a 5-foot radius
and dim light for an additional 5 feet. This heavily scented
candle smells pleasant to humanoids, but is especially
potent in repelling insects, which are frightened while
within 20 feet of a burning insectbane candle.
• Candle, Restful Adventuring gear (alchemical item)
pl
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Adventuring gear (alchemical item)
• Candle, Basic e
Adventuring gear (alchemical item)
fil
• Acid, Oxidizing Agent Equipment | Alchemical Items
For 1 hour, a candle sheds bright light in a 5-foot radius
and dim light for an additional 5 feet. While this thick
blue candle burns, it fills the air with a relaxing scent. If
a creature within 20 feet of the lit candle spends one or
more Hit Dice as a part of a short rest to regain hit points,
the hit points they regain are doubled.
• Clearbreath Adventuring gear (alchemical item)
Container: Vial (1 ounce)
Gray, smokey vapors that temporarily dull one’s sense
of smell when inhaled. You can use the vial to inhale the
clearbreath within to gain a bonus to Constitution saving
throws made against foul smells (such as a catoblepas’
stench) for 1 hour. This bonus is either +2 or the creator of the
clearbreath’s Intelligence modifier (whichever is higher).
• Darkvision Powder Adventuring gear (alchemical item)
Container: Vial (1 ounce)
This plain gray powder can’t be seen with normal vision
from more than 10 feet away, and is often used by creatures
with darkvision to write messages hidden in plain sight.
When viewed with darkvision, the powder glows brightly.
A vial contains enough powder to write a fairly lengthy
sentence (roughly 25 words).
• Defoliator Adventuring gear (alchemical item)
• Gravebane Adventuring gear (alchemical item)
Container: Flask (1 pint)
This vile liquid has a muddy brown hue and smells of
rotten plant life. You can throw a flask of defoliator at a
target within 20 feet with either the Attack or Use Object
action, shattering the flask on impact. All plant creatures
within 10 feet of the point must succeed on a DC 10
Constitution saving throw or take 2d4 poison damage.
Medium or smaller naturally growing plants in the area
immediately wither and die. The damage is not limited to
living plants: wooden objects and structures take double
damage from a defoliator.
This thick white liquid evaporates almost instantly upon
contact with air, creating a thin, nearly invisible smoke.
The smoke is nearly odorless and has no effect on most
creatures. Undead, however, are repulsed by the smoke
and can only pass through it with an effort of will.
As an action, you open or throw the flask to a point up to
20 feet away, shattering the flask. In either case, the area in
a 10-foot radius becomes filled with gravebane. Gravebane
ordinarily lasts for 1 minute, although strong winds may
decrease this duration. Undead that try to enter the area
must make a DC 10 Wisdom saving throw. If the creature
fails its saving throw, it is turned for 1 minute.
A turned creature must spend its turns trying to move
as far away from the area of smoke as it can, and it can’t
willingly move to a space within 30 feet of the smoke. It
also can’t take reactions. For its action, it can use only the
Dash action to try to escape from an effect that prevents
it from moving. If there’s nowhere to move, the creature
can use the Dodge action.
Adventuring gear (alchemical item)
• Fleetfoot Adventuring gear (alchemical item)
Container: Flask (1 pint)
This thin blue liquid temporarily loosens the consumer’s
muscles and joints. For 1 minute, the consumer’s walking
speed and jump distance are increased by 10 feet. This
additional distance does not apply to any fly or swim
speeds the consumer may have.
Sa
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• Frigid Azote • Green Slime pl
e
Small stones treated with alchemical substances, giving
them a faint purple sheen. As an action, you can throw a
dwarfblind stone at a point up to 60 feet away. Once the
stone strikes a hard surface, it releases a burst of violet
light that illuminates a 20-foot-radius sphere centered
on the point that vanishes in an instant and temporarily
interferes with the darkvision. Creatures with darkvision
within the area must succeed on a DC 10 Dexterity saving
throw or lose their darkvision for 10 minutes.
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• Dwarfblind Stone e
Container: Flask (1 pint)
Adventuring gear (alchemical item)
Container: Flask (1 pint)
A liquid that rapidly freezes tissue when it comes into
direct contact. You can splash the contents of the flask or
throw it up to 20 feet as a ranged simple weapon attack
with either the Attack or Use an Object action. When you
do, make a ranged attack against a creature or object,
treating the frigid azote as a ranged simple weapon. On
a hit, the attack deals 2d6 cold damage and the target’s
speed is halved until the end of its next turn. If the vial is
thrown, it shatters on impact.
Adventuring gear (alchemical item)
Container: Pot (1 gallon)
You can throw this pot of green slime at a target within 20
feet with either the Attack or Use Object action, breaking
it open on impact. When you do, make a ranged attack
against the creature or object, treating the green slime as
a ranged simple weapon. On a hit, the target takes 1d10
acid damage and is covered in slime until a creature uses
its action to scrape or wash the slime off. A target covered
in the slime takes 1d10 acid damage at the start of each
of its turns.
• Healing Draught Adventuring gear (alchemical Item)
Container: Vial (1 ounce)
A creature that consumes the contents of the vial can
spend and roll its Hit Dice and regain a number of hit
points equal to the roll. The maximum number of Hit
Dice it can spend by consuming the contents is equal to
the creature’s Constitution modifier (minimum of 1).
Equipment | Alchemical Items
19
• Holy Water Adventuring gear (alchemical item)
Container: Flask (1 pint)
As an action, you can splash the contents of this flask onto
a creature within 5 feet of you or throw it up to 20 feet
with either the Attack or Use an Object action, shattering
it on impact. When you do, make a ranged attack against
a creature or object, treating the holy water as a ranged
simple weapon. If the target is a fiend or undead, it takes
2d6 radiant damage.
A cleric or paladin may create holy water by performing
a special ritual. The ritual takes 1 hour to perform, uses 25
gp worth of powdered silver, and requires the caster to
expend a 1st-level spell slot.
A foamy compound that quickly expands and hardens
when exposed to air. You can throw this flask at a point
within 20 feet with either the Attack or Use an Object
action, shattering it on impact. When you do, the
contents of the vial expand to a 10-foot-square panel of
tough stone-like matter that is 1 foot thick, with the face
of the wall facing you. The wall lasts until the end of your
next turn, then it crumbles to dust.
If the block cuts through a creature’s space when it
appears, the creature within its area is pushed to the
opposite side of the wall and must make a Dexterity saving
throw, taking 1d8 bludgeoning damage on a failed save.
The wall is an object that can be damaged and thus
breached. It has AC 12 and 10 hit points, and is vulnerable
to bludgeoning and thunder damage.
Adventuring gear (alchemical item)
Container: Vial (1 ounce)
• Instant Rope Adventuring gear (alchemical item)
Container: Flask (1 pint)
• Levin Shell Adventuring gear (alchemical item)
Container: Flask (1 pint)
An unstable mass of electric energy that sparks when
exposed to air. You can throw this flask up to 20 feet with
either the Attack or Use an Object action, shattering it
on impact. When you do, make a ranged attack against a
creature or object, treating the levin shell as a ranged simple
weapon. On a hit, the target and any creatures within 5 feet
of the target take 1d6 lightning damage. Any creature that
takes this damage suffers a 1d4 penalty to Dexterity saving
throws until the end of its next turn.
pl
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A vial of this waterproof salve contains 20 applications
of odorless grease. Applying the salve takes 1 minute,
and one application protects its wearer against normal
insects for 24 hours.
e
Container: Flask (1 pint)
• Insect Repellent-Salve Sa
m
As an action, you can pour the viscous gray liquid from
this flask. When poured, the liquid forms into a long cord
usable as a temporary rope. Upon being exposed to air,
the liquid rapidly increases in both volume and viscosity,
swelling to the diameter of a typical hemp rope, then
quickly drying.
A flask of instant rope forms a 50-foot-long cord and
solidifies at the end of your next turn. The rope can be
moved during this period without damaging it, but it
cannot support more than 10 pounds of weight without
breaking. Once completely dry, instant rope can support
as much weight as normal hemp rope. After an hour,
instant rope becomes too brittle to support any weight
and quickly crumbles into dust.
20
• Instant Wall fil
Equipment
Adventuring Gear (alchemical item)
Equipment | Alchemical Items
• Longbreath Adventuring Gear (alchemical item)
Container: Vial (1 ounce)
This thick, brown-tinted smoke is a great boon to anyone
who needs to go without air for more than a few rounds.
For 1 hour after inhaling the contents of the vial, the
creature can hold its breath indefinitely while it’s not
incapacitated.
• Motelight Adventuring Gear (alchemical item)
Container: Flask (1 pint)
This flask contains a clear liquid filled with faintly
glowing sparks of light. You can throw this flask at a
point up to 20 feet with either the Attack or Use an Object
action, shattering it on impact. When it shatters, any
creatures within 5 feet of the point become surrounded by
rapidly moving, harmless sparks that follow the creature
until the start of your next turn. These sparks carry wild
energy that disrupts magic, and if the creature attempts
to cast a spell, it must succeed on a concentration check
or the spell fails and the spell slot is expended.
• Oil, Basic Adventuring gear (alchemical item)
• Oil, Dragonwound Adventuring gear (alchemical item)
Container: Flask (1 pint)
As an action, you can splash the oil onto a creature within 5
feet of you or throw it up to 20 feet with either the Attack or
Use an Object action, shattering it on impact. When you do,
make a ranged attack against a creature or object, treating
the oil as a ranged simple weapon. On a hit, the target is
covered in oil. If the target takes any fire damage before the
oil dries (after 1 minute), the target takes an additional 5
fire damage from the burning oil, which is burned away.
You can also pour a flask of oil on the ground to cover a
5-foot-square area, provided that the surface is level. If lit,
the oil burns for 2 rounds and deals 5 fire damage to any
creature that enters the area or ends its turn in the area. A
creature can take this damage only once per turn.
Dragonwound oil is typically poured along the length of a
bladed metal weapon. The oil can coat one metal weapon
or up to 5 pieces of metal ammunition. Applying the oil
takes an action, coating the item for 1 hour. When you hit a
dragon with the coated item, the dragon takes an extra 1d6
force damage and its fly speed is reduced by 10 feet until
the start of your next turn. If you apply another oil to the
coated weapon, it loses these effects.
Adventuring gear (alchemical item)
Container: Flask (1 pint)
• Oil, Bladefire Adventuring gear (alchemical item)
Container: Flask (1 pint)
Container: Flask (1 pint)
This thin, light blue oil burns with a blue flame and
illuminates a wide area. When used in a lantern, farflame
oil sheds bright light in a 40-foot radius and dim light for
an additional 40 feet. In a bullseye lantern, it illuminates
a cone 80 feet long and 25 feet wide. A pint of farflame oil
fuels a lantern for 3 hours and can cover a 5-foot square
area if poured on the ground. If lit, farflame oil burns for
2 rounds and deals 1d4 fire damage to any creature that
enters the area or ends its turn in the area.
pl
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Anointing oil is used in religious ceremonies, often as a mix
of oil and holy water. The oil can coat one metal weapon or
up to 5 pieces of metal ammunition. Applying the oil takes
an action, coating the item for 1 hour. When you hit a fiend
or undead with the coated item, the attack deals an extra
1d6 radiant damage. If you apply another oil to the coated
weapon, it loses these effects.
Adventuring gear (alchemical item)
fil
• Oil, Anointing • Oil, Farflame e
Container: Flask (1 pint)
Sa
m
Bladefire is typically poured along the length of a bladed
metal weapon. The oil can coat one metal weapon or up
to 5 pieces of metal ammunition. Applying the oil takes
an action. For 1 hour, the coated item sheds light as if
it were a torch and deals an extra 1d4 fire damage on a
hit. While coated, the item can ignite a flammable object
it touches as an action. If you apply another oil to the
coated weapon, it loses these effects.
• Oil, Crone’s Ire Adventuring gear (alchemical item)
A sickly emerald oil that shrieks when lit. The oil can coat
one metal weapon or up to 5 pieces of metal ammunition.
Applying the oil takes an action. For 1 hour, the coated
item sheds dim light out to 5 feet and deals an extra 1d4
necrotic damage on a hit. If this damage forces a creature
to make a concentration check, the necrotic damage dealt
is subtracted from its roll. If you apply another oil to the
coated weapon, it loses these effects.
• Oil, Ghostflame Adventuring gear (alchemical item)
This clear oil has a slight tint of gray, and strange, wispy
forms seem to swirl through it. The oil can coat one metal
weapon or up to 5 pieces of metal ammunition. Applying
the oil takes an action. For 1 hour, attacks made with the
weapon count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
damage. If you apply another oil to the coated weapon, it
loses these effects.
• Oil, Vicious Bleeder Adventuring gear (alchemical item)
A thick blue oil that acts as a powerful anticoagulant.
The oil can coat one metal weapon or up to 5 pieces of
metal ammunition. Applying the oil takes an action,
coating the item for 1 hour. When you make an attack
against a creature that is not a construct, elemental,
ooze, or undead with the coated item, the attack deals an
additional 1d6 damage and the creature bleeds heavily
from the wound for 1 hour, granting advantage on any
ability check made to track it. If you apply another oil to
the coated weapon, it loses these effects.
• Perfume (vial) Adventuring gear (alchemical item)
A fragrant commodity typically used by the wealthy.
Equipment | Alchemical Items
21
• Polar Skin Adventuring gear (alchemical item)
Container: Vial (1 ounce)
This dull white cream provides limited protection against
the cold when applied to a creature. A vial of this dull-white
cream contains 20 applications. Applying the cream takes 1
minute, and one application protects its wearer against the
effects of extreme cold for 24 hours.
When combined with an alchemical item or potion, the
catalyst increases the item’s volatility. If the item only
targets a single creature, you can instead target a point
within the same range. All creatures within 5 feet of the
point must succeed on a DC 10 Dexterity saving throw
(which they can choose to fail) or be subjected to the
item’s effects as if they had been hit by an attack made
using the item.
• Shriek Paste Adventuring gear (alchemical item)
Container: Vial (1 ounce)
Wondrous item (alchemical item), very rare
Container: Flask (1 pint)
Adventuring gear (alchemical item)
A commodity used for bathing.
• Sparkstone Adventuring gear (alchemical item)
These alchemical devices actually resemble fist-sized
lumps of hard, gray clay. You can throw a sparkstone up
to 20 feet at a target as a ranged simple weapon attack.
On a hit, the target takes 1d6 lightning damage and can’t
take reactions until the start of your next turn.
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• Spark of Creation • Soap e
Container: Vial (1 ounce)
The shrieker, a common fungus found in the bowels
of the Underdark, is sometimes cultivated by drow
societies, creating a first line of defense against intrusion
around their cities. In addition, drow alchemists harvest
and render the fungus down to a base substance capable
of reproducing the shrieker’s howl.
Shriek paste is an oily, smelly substance with a slightly
purplish color that is typically stored in opaque containers
to prevent illuminating the paste. When smeared on a
surface, it retains its same consistency almost indefinitely.
When bright light is within 30 feet of the paste, the paste
rapidly crystallizes. During this process, the paste emits
a shriek audible within 300 feet of it for 1 minute. If the
light moves out of range, the shriek ends after 1d4 rounds.
Afterward, the paste dries up and is rendered inert.
Sa
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A terrifying substance said to be incomprehensibly
volatile and massless, though theorized to have been an
essence that triggered the beginning of everything.
You can throw this flask up to 20 feet with either the
Attack or Use an Object action, shattering it on impact.
When you do, make a ranged attack against a creature or
object. On a hit, eight 5-foot diameter crystaline spires burst
forth at points of your choice within 30 feet of the shattered
flask. Each spire has a height of up to 30 feet, with AC 5 and
30 hit points. When reduced to 0 hit points, a spire crumbles
to rubble, which creates an area of difficult terrain with
a 5-foot radius that lasts until the rubble is cleared. Each
5-foot diameter portion of the area requires at least 1 minute
to clear by hand.
If the spire is created under a creature, that creature must
succeed on a Dexterity saving throw or be lifted by the spire.
A creature can choose to fail this save.
If a spire is prevented from reaching its full height because
of a ceiling or other obstacle, a creature on the spire takes
6d6 piercing damage and is restrained, pinned between
the spire and the obstacle. The restained creature can use
an action to make a DC 16 Strength or Dexterity check (the
creature’s choice). On a success, the creature is no longer
restained and must either move off the pillar or fall off of it.
22
• Splash Catalyst fil
Equipment
Adventuring gear (alchemical item)
Equipment | Alchemical Items
• Smelling Salts Adventuring gear (alchemical item)
Container: Vial (1 ounce)
As an action, this vial of pungent fluid can be administered
by wafting the contents under a creature’s nose. If the
creature is unconscious by an effect that put it to sleep, it
immediately wakes up.
• Smokestick Adventuring gear (alchemical item)
As an action, you can ignite this alchemically treated
wooden stick to instantly produce a thick plume of opaque
smoke that blocks vision, including darkvision. You can hold
onto the stick or throw it to a point up to 30 feet away as
a part of the action used to ignite it. The area in a 10-foot
radius around the stick is filled with thick smoke. The stick
and smoke persist for 1 minute and then disappear.
• Sunrod Adventuring gear (alchemical item)
This 1-foot-long, gold-tipped, iron rod glows brightly
when struck. You can strike the sunrod as an action,
causing it to provide bright light in a 30-foot radius and
dim light for an additional 30 feet. It glows for 6 hours,
after which the gold tip is burned out and worthless.
Container: Sack
This bag is filled with writhing, sticky black tar. As an
action, you can burst the bag on a creature within 5 feet
of you or throw it up to 20 feet, which causes the goo in
the bag to burst out. In either case, make a ranged attack
against the target, treating the bag as a ranged simple
weapon. On a hit, the target becomes grappled by the goo
(escape DC 10) that starts to harden when exposed to the
air. A tanglefoot bag has no effect underwater. Until this
grapple ends, the target is restrained.
The goo becomes brittle and fragile after 1 hour, freeing
any creatures restrained by it.
• Thunderstone Adventuring gear (alchemical item)
Adventuring gear (alchemical item)
The alchemical substance on the end of this small,
wooden stick ignites when struck against a rough
surface. You can ignite it as an action by hitting a solid
surface. The flame does not damage the tindertwig and
can ignite a flammable object it touches. You can snuff
out the flame as an action.
• Verminbane Adventuring gear (alchemical item)
Container: Flash (1 pint)
This tightly sealed flask contains a pale green smoke.
When released into the air, the smoke fills a 5-foot-square
area. Most creatures are unaffected by the smoke, although
humanoids generally find the smell unpleasant. Rats and
other rodents, however, find the smoke almost intolerable.
As an action, you open or throw the flask to a point up to
20 feet away, shattering the flask. In either case, the area in a
10-foot radius becomes heavily obscured with verminbane
smoke. Verminbane ordinarily lasts for 1 minute, although
strong winds may decrease this duration.
Rodent-like creatures (DMs discretion) that attempt
to enter the area must make a DC 10 Constitution saving
throw. If the creature fails its saving throw, it is frightened
of the smoke and must spend its turns trying to move as
far away from the area of smoke as it can, and it can’t
willingly move to a space within 30 feet of the smoke. It
also can’t take reactions. For its action, it can use only the
Dash action to try to escape from an effect that prevents
it from moving. If there’s nowhere to move, the creature
can use the Dodge action.
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You can throw this stone at a point within 20 feet with
either the Attack or Use Object action. When it strikes a hard
surface, it creates a deafening bang, forcing each creature
within 10 feet of the point to make a DC 10 Constitution
saving throw or take 1d8 thunder damage and be deafened
until the end of its next turn. A creature deafened in this way
also has disadvantage on initiative checks.
• Torch, Tindertwig e
Adventuring gear (alchemical item)
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• Tanglefoot Bag • Torch, Beast-Repellent Adventuring gear (alchemical item)
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A torch burns for 1 hour, providing bright light in a 20foot radius and dim light for an additional 20 feet. If
you make a melee attack with a burning torch and hit,
it deals 1 fire damage. A beast-repellent torch burns with
an unnatural dark flame that unsettles beasts. A beast
within 30 feet of a burning beast-repellent torch that
can see it must succeed on a DC 10 Wisdom saving throw
or be frightened of the torch until it is attacked or takes
damage. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success. If a creature’s saving throw is successful or the
effect ends for it, the creature cannot be frightened by
beast-repellent torches for 24 hours.
• Torch, Frigidflame Adventuring gear (alchemical item)
A torch burns for 1 hour, providing bright white light
in a 20-foot radius and dim light for an additional 20
feet. If you make a melee attack with a burning torch of
frigidflame and hit, it deals 1 cold damage.
• Torch, Sentry Adventuring gear (alchemical item)
A torch burns for 1 hour, providing bright all-revealing light
in a 20-foot radius and dim light for an additional 20 feet.
If you make a melee attack with a burning torch and hit, it
deals 1 fire damage. Invisible creatures and objects within
the bright light provided by the sentry torch become visible.
Poisons
Poisons come in the following four types. The Craftable Poisons table listed below details the poisons that do not require
harvesting from a certain creature to make that are listed in the
official books.
Contact. Contact poison can be smeared on an object and
remains potent until it is touched or washed off. A creature that
touches contact poison with exposed skin suffers its effects.
Ingested. A creature must swallow an entire dose of ingested
poison to suffer its effects. The dose can be delivered in food or a
liquid. You might decide that a partial dose has a reduced effect,
such as allowing advantage on the saving throw or dealing only
half damage on a failed save.
Inhaled. These poisons are powders or gases that take effect
when inhaled. Blowing the powder or releasing the gas subjects
creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective
against inhaled poisons, as they affect nasal membranes, tear
ducts, and other parts of the body.
Injury. Can be applied to one slashing or piercing weapon, up
to three pieces of ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent
for 1 minute. A creature that takes piercing or slashing damage
from an object coated with the poison is exposed to its effects.
Equipment | Poisons
23
Craftable Poisons
Item
Container
Poison
Vial
Type
Assassin's blood
Injury
25 gp
Ingested
150 gp
• Midnight Tears Injury
200 gp
Inhaled
300 gp
Poison (Ingested)
Malice
Ingested
250 gp
Midnight tears
Ingested
1,500 gp
Oil of taggit
Contact
400 gp
Pale tincture
Ingested
250 gp
Torpor
Ingested
600 gp
A creature that ingests this poison suffers no effect
until the stroke of midnight. If the poison has not been
neutralized before then, the creature must succeed on a
DC 17 Constitution saving throw, taking 31 (9d6) poison
damage on a failed save, or half as much damage on a
successful one.
Truth serum
Ingested
150 gp
Essence of ether
Poison Descriptions
The poisons are listed in alphabetical order.
• Poison, Basic Poison (Injury)
Poison (Ingested)
A creature subjected to this poison must make a DC 10
Constitution saving throw. On a failed save, it takes 6 (1d12)
poison damage and is poisoned for 24 hours. On a successful
save, the creature takes half damage and isn’t poisoned.
• Drow Poison Sa
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Poison (Injury)
This poison is typically made only by the drow, and only
in a place far removed from sunlight. A creature subjected
to this poison must succeed on a DC 13 Constitution
saving throw or be poisoned for 1 hour. If the saving
throw fails by 5 or more, the creature is also unconscious
while poisoned in this way. The creature wakes up if it
takes damage or if another creature takes an action to
shake it awake.
• Essence of Ether Poison (Inhaled)
A creature subjected to this poison must succeed on a
DC 15 Constitution saving throw or become poisoned
for 8 hours. The poisoned creature is unconscious. The
creature wakes up if it takes damage or if another creature
takes an action to shake it awake.
Equipment | Poisons
Poison (Contact)
A creature subjected to this poison must succeed on a
DC 13 Constitution saving throw or become poisoned
for 24 hours. The poisoned creature is unconscious. The
creature wakes up if it takes damage.
Poison (Ingested)
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A creature subjected to the poison must succeed on a a DC
10 Constitution saving throw or take 1d4 poison damage.
• Assassin’s Blood • Oil of Taggit • Pale Tincture Container: Vial (1 ounce)
24
A creature subjected to this poison must succeed on a DC
15 Constitution saving throw or become poisoned for 1
hour. The poisoned creature is blinded.
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Drow poison
Poison (Inhaled)
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Equipment
Basic
Price per Dose
• Malice A creature subjected to this poison must succeed on a
DC 16 Constitution saving throw or take 3 (1d6) poison
damage and become poisoned. The poisoned creature
must repeat the saving throw every 24 hours, taking 3
(1d6) poison damage on a failed save. Until this poison
ends, the damage the poison deals can’t be healed by any
means. After seven successful saving throws, the effect
ends and the creature can heal normally.
• Torpor Poison (Ingested)
A creature subjected to this poison must succeed on a DC
15 Constitution saving throw or become poisoned for 4d6
hours. The poisoned creature is incapacitated.
• Truth Serum
Poison (Ingested)
A creature subjected to this poison must succeed on a DC
10 Constitution saving throw or become poisoned for 1
hour. The poisoned creature can’t knowingly speak a lie.
to only be put in place to prevent martialists from using more
than one of these items at a time.
• The item itself does not specifically state if the use includes the damage of an improvised weapon.
That’s before even talking about the “Net Problem”, wherein an
item or weapon that calls for a ranged attack against a creature
within 5 feet of you is always made with disadvantage.
Improvised Weapons
Design Notes
Item Rewrites
Use an Object
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Attack for Alchemical Item
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Some alchemical items received revisions to help with their
mechanics in play. There’s been a debate online about how
these items are intended to be used, without clear ruling having been given by Wizards of the Coast.
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Appendices
Player’s Handbook pp. 147-148
Sometimes characters don’t have their weapons and have to attack
with whatever is at hand. An improvised weapon includes any
object you can wield in one or two hands, such as broken glass, a
table leg, a frying pan, a wagon wheel, or a dead goblin.
Often, an improvised weapon is similar to an actual weapon
and can be treated as such. For example, a table leg is akin to a
club. At the DM’s option, a character proficient with a weapon can
use a similar object as if it were that weapon and use his or her
proficiency bonus.
An object that bears no resemblance to a weapon deals ld4
damage (the DM assigns a damage type appropriate to the object).
If a character uses a ranged weapon to make a melee attack, or
throws a melee weapon that does not have the thrown property, it
also deals ld4 damage. An improvised thrown weapon has a normal
range of 20 feet and a long range of 60 feet.
You normally interact with an object while doing something else,
such as when you draw a sword as part of an attack. When an object
requires your action for its use, you take the Use an Object action.
This action is also useful when you want to interact with more than
one object on your turn.
For those unfamiliar with the problem; Acid, Alchemist’s
Fire, and Holy Water were all written essentially as follows:
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Alchemical Item. As an action, you can splash the contents of this
container onto a creature within 5 feet of you or throw it up to 20
feet, shattering it on impact. In either case, make a ranged attack
against a target creature, treating the item as an improvised weapon.
On a hit, the target is subjected to the item’s effects.
This wording can be a bit unclear or potentially bring up issues for a few reasons. This isn’t to say these are intended for
the mechanic, just the logic that leads to misinterpretations:
• The addition of “make a ranged attack” in the item’s description could be interpreted to mean your Dexterity modifier is added to, at the very least, the first damage roll of
the item. Despite him saying not to take his Tweets at face
value, Jeremy Crawford has stated this was how the item is
intended to work, although it’s worth mentioning here that
I disagree with the Dexterity modifier adding to the subsequent rolls of alchemist’s fire.
• The mechanics for Improvised Weapons imply that an improvised weapon attack can be made with any object using
the Attack action. The addition of “improvised weapon” in
the item’s description and the fact that an alchemical item
within a vial doesn’t shatter by, effectively, performing the
same actions in the narrative is counter-intuitive and seems
This interaction would cause the item to deal 1d4 + Dexterity
modifier damage when used as a ranged improvised weapon,
but the judgment on whether or not this specific interaction
would cause the item to work would point towards “no”,
which is just bad narrative conveyance.
Use Object for Alchemical Item
This appears to be the intended action to use for alchemical
items, with the interaction itself simply lifting the clause for
improvised weapons. The murkiness happens when you look
at the text for improvised weapons, which states that in doing
so it deals 1d4 damage of a type appropriate for the item, with
nothing in either the item or Improvised Weapon wording
clarifying whether or not this additional damage applies to
the damage dealt in the item’s description.
The Fix
Moving alchemical items away from the Use an Object action
and over towards the Attack action actually updates the Player’s Handbook to be consistent with the mechanics for alchemical items in later books.
Remove Improvised from Alchemical Items. This “coding” for
the items only exists in the Player’s Handbook.
Attack or Use an Object. Allowing the item to be used with the
Attack action or Use an Object enhances narrative cohession
Appendices | Design Notes
25
26
Appendices | Material Components
Spider
Spider eyes
Spider eyes, fermented
Spiderweb
Sponge
Stone
Straw
String
Sugar
Sulfur
Sumac Leaf
Sunburst Pendant
Sunstone
Sweet Oil, a drop
Tail, fish
Talcum powder
Tallow
Tarts
Tears
Tentacle, cephalopod
Tentacle, pickled
Thorns
Thread
Toe, giant’s
Tongue, snake’s
Twig
Unguent
Vinegar
Water
Water, brackish
Water, holy
Water, unholy
Watermelon
Wire, copper
Wire, gold
Wire, silver
Wisp of Smoke
Wood
Wychwood
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Feather, hummingbird
Feather, owl
Feather, white
Feldspar
Firefly
Flame
Flea, living
Flesh
Flower, black
Flower, blue
Flower, gilded
Flower, green
Flower, indigo
Flower, orange
Flower, purple
Flower, red
Flower, yellow
Flower, violet
Flower, white
Food morsel
Fur
Fur, bat
Fur, bloodhound
Gauze
Gem
Gem, powdered
Glass Eye
Glass, bead of
Glove, snakeskin
Glowworm
Gold, powdered
Granite
Green Plant
Guano
Gum Arabic
Gunpowder
Hair, bull
Heart, dragon’s
Heart, hen’s
Heart, humanoid
Heart, troll’s
Herb
Honey drop
Honeycomb
Pepper, hot
Ice
Incense
Ink
Ink, gem-infused
Ink, lead-based
Iron
Iron, powdered
Ivory
Jacinth
Jade Circlet
Jade Dust
Jewel
Jeweled Horn
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Acorn, gilded
Adamantine, small piece
Adder’s stomach
Agate
Alum
Ammunition
Animal fat
Apple, golden
Ash
Berry, holly
Bile, giant slug
Bitumen
Black Onyx Stone
Blood, a drop of
Blood, humanoid
Blood, troll
Blood, umber hulk
Bone
Bone, broken
Brimstone
Butter
Carrot, dried
Carrot, gilded
Caterpillar cocoon
Chalk
Chalk, gem-infused
Charcoal
Chrysolite, powdered
Clay
Dirt
Dirt, grave
Cloth
Cloth, fleece
Cloth, silk
Coal
Copper Piece(s)
Copper Wire
Cork
Corn, powdered
Cricket
Crystal, bead of
Detritus
Diamond
Diamond, powdered
Dirt
Distilled Spirits
Dust
Dust, bone
Dust, mummy
Earth
Ectoplasm
Egg
Egg, rotten
Eggshell
Eyeball
Fan, tiny
Feather
Feather, exotic
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Appendices
These components have been provided as inspiration for you to
color your raw materials as you would like, or to come up with
new effects you may feel fit your alchemist.
Kernels of Grain
Knotted String
Lead
Leaf, rhubarb
Leaf, skunk cabbage
Leaf, yew
Leg, grasshopper’s
Lime
Lodestone
Makeup
Mandrake Root
Marble
Mercury
Mica chip
Mistletoe
Molasses
Moonseeds
Moss, hanging
Moss, phosphorescent
Niter
Nut Shells
Oak bark
Obsidian
Oil
Opal
Opal, powdered
Opaque Glass
Paper
Parchment
Pearl
Pearl, black
Pearl, black powdered
Pearl, powdered
Pebble
Petrified Eye of Newt
Phosphorus
Pine Tar
Pitch, a drop
Quartz
Quill
Rabbit’s foot
Reed
Rod, copper
Rod, gold
Rod, iron
Rod, silver
Root, licorice
Rose petals
Rotten Food
Ruby
Ruby, powdered
Salt
Sand
Sand, blue
Sand, red
Sand, yellow
Sapphire
Scale, red dragon’s
Seed
Seed, legume
Sesame Seeds
Shamrock
Silver
Silver, powdered
Snow
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Material Components
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Question: Can I create alchemical items from the alchemist class
as a downtime activity that are permanent?
Answer: Yes. This is a thing you could already do within the official rules. The alchemist can just do it more efficiently through
their Experimentalist Adept feature.
Question: What do the crafting rules mean by gold required if
crafting requires materials to craft the item?
Answer: The Cost indicated in the Player’s Handbook and similar materials list the “market value” of the item. This has been
used in the Player’s Handbook, Dungeon Masters Guide, and
a few other official books. When you craft an item, the term
“raw materials” is used to refer to essentially “anything required to make the item (DM’s discretion)”. This supplement
adopts this and is designed to embrace it rather than override
the base crafting system.
Question: So I don’t have to spend gold to craft?
Answer: No. The gold called for is the market value of the item.
In the case of single-use items (such as most alchemical items
and consumable potions), you divide the market value in half to
get you the cost of raw materials required to create the item. You
may have to spend gold to gather raw materials, but this supplement provides a variant rule for gathering them whole foraging.
Question: Does the new wording for Alchemical Items cause
them to interact with Archery & Sharpshooter?
Answer: Here’s the thing; they already did. It seems to me
that there’s a belief that they shouldn’t, so if you’re not
comfortable with this interaction, I would suggest a rule
that those features only work with bows and crossbows.
Question: Why can’t we make this character in the base
game?
Answer: I feel that the Artificer Alchemist isn’t a great representation of the traditional archetype of an alchemist. The
tie-in with the Artificer seems to inject a certain flavor on
the character option that had turned me away from it.
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FAQ
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• Underserved/Restrictive Crafting Rules: The rules for crafting in 5e essentially gate martial crafters out of reasonable
combat effectiveness.
• Object Permanence: When you create a potion, you would
like for it to remain permanently until used. However, this
causes issues with what I call “Batman Prep.” Batman prep
means that, if allowed the time and resources, a character
can do something that makes them effectively unstoppable
in any situation. Potions of healing last indefinitely, which
means that’s a narrative expectation we should be aiming
to design for.
• Ignorance of Encumbrance: The most common houserule
out of any houserule is that players are likely allowed to
ignore what’s in their pack (within reason). We cannot balance around encumbrance in 5e because items like the bag
of holding exist and are basically expected for a party to have
before 5th level.
• Value over Interaction: The general rules for collecting
materials that would be used in creating potions is mostly
limited in description to “gp value” rather than a hard-set
material narrative.
Appendices | FAQ
27
Apothecary
CR 2
Humanoid (Any Race), Any Alignment
450 XP
Armor Class 13 (leather armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
Proficiency Bonus
+3
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws CON +5, INT +7
Skills Medicine +4, Nature +7
Senses passive Perception 11
Languages any three languages
Alchemical Formulae. The apothecary knows how to create the
following alchemical items. It can use its Intelligence for the attack
and damage rolls made with alchemical items, and use its Intelligence to replace a saving throw called for in the item’s description
(alchemy save DC 15):
Sweet Succor. The apothecary has advantage on Wisdom (Medicine) checks it makes to stabilize dying creatures and adds its Intelligence modifier to one healing roll of an alchemical item it creates.
Volatile Potency. When the apothecary makes a damage or
healing roll with an alchemical item, it rolls one additional die of
the same size and adds it to the total damage or healing.
Actions
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Alchemist’s Fire. Ranged Weapon Attack: +7 to hit, range 40 ft.,
one target. Hit: 5 (2d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to
make a successful DC 15 Dexterity check to extinguish the flames.
Use an Object. The apothecary uses an item that calls for an action.
Bonus Actions
Concoct. The apothecary spends 5 gp in raw materials to craft
one alchemical item it knows the formula for. If the crafted
alchemical item is not used within 10 minutes, the item loses its
potency and the raw materials are lost.
Further, when the apothecary creates an item that restores
hit points, it can infuse the item with 25 gp worth of raw
materials to enhance the item, as detailed in the Apothecary
subclass’ Spagyric Theory feature.
Methodical Efficiency. The apothecary either makes a Wisdom
(Medicine) check or takes the Use an Object action.
Use an Object. The apothecary uses an item that calls for an action.
28
CR 3
Humanoid (Any Race), Any Alignment
700 XP
Armor Class 16 (breastplate)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
Proficiency Bonus
+3
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws CON +5, INT +7
Skills History +7, Perception +4, Religion +7
Senses passive Perception 14
Languages any three languages
Alchemical Formulae. The salbenist knows how to create the
following alchemical items. It can use its Intelligence for the attack and damage rolls made with alchemical items, and use its
Intelligence to replace a saving throw called for in the item’s description (alchemy save DC 15):
Alchemical Items: basic acid, alchemist’s fire, antitoxin, basic oil,
bladefire oil, ghostflame oil, healing draught, perfume, soap,
tanglefoot bag
Potions (1/day): oil of slipperiness
Actions
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Alchemical Items: basic acid, alchemist’s fire, antitoxin, gravebane, basic oil, healing draught, perfume, restful candle, soap,
tanglefoot bag
Potions (1/day): potion of healing
Salbenist
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Appendices
The following statblocks can be used for alchemist NPCs.
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Creature Statistics
Appendices | Creature Statistics
Multiattack. The salbenist makes two attacks with its anointed
longsword. It can replace one of these attacks with an alchemist’s
fire attack or Use an Object.
Anointed Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) slashing damage plus 5 (2d4) fire damage.
Alchemist’s Fire. Ranged Weapon Attack: +7 to hit, range 40 ft.,
one target. Hit: 5 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to
make a successful DC 15 Dexterity check to extinguish the flames.
Use an Object. The salbenist uses an item that calls for an action.
Bonus Actions
Concoct. The salbenist spends 5 gp in raw materials to craft one
alchemical item it knows the formula for. If the crafted alchemical item is not used within 10 minutes, the item loses its potency
and the raw materials are lost.
Methodical Efficiency. The salbenist either makes a Wisdom
(Medicine) check or takes the Use an Object action.
Mix. The salbenist combines two different alchemical items. When
the combined item is used, both of the original items’ effects occur.
Use an Object. The salbenist uses an item that calls for an action.
450 XP
Armor Class 13 (leather armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
Proficiency Bonus
+3
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws CON +5, INT +7
Skills Arcana +7, Perception +4
Senses passive Perception 14
Languages any three languages
Alchemical Formulae. The fulmarine knows how to create the
following alchemical items. It can use its Intelligence for the
attack and damage rolls made with alchemical items, and use
its Intelligence to replace a saving throw called for in the item’s
description (alchemy save DC 15):
Alchemical Items: basic acid, alchemist’s fire, antitoxin, basic oil,
healing draught, perfume, soap, tanglefoot bag, thunderstone
Potions (1/day): potion of fire breath
Actions
Use an Object. The fulmarine uses an item that calls for an action.
Bonus Actions
Concoct. The fulmarine spends 5 gp in raw materials to craft
one alchemical item it knows the formula for. If the crafted
alchemical item is not used within 10 minutes, the item loses its
potency and the raw materials are lost.
Further, when the fulmarine creates an item that restores hit
points, it can infuse the item with 25 gp worth of raw materials to enhance the item, as detailed in the Fulmarine subclass’
Phlogiston Theory feature.
Methodical Efficiency. The fulmarine either makes a Wisdom
(Medicine) check or takes the Use an Object action.
Mix. The fulmarine combines two different alchemical items.
When the combined item is used, both of the original items’
effects occur.
Use an Object. The fulmarine uses an item that calls for an action.
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Volatile Potency. When the apothecary makes a damage or
healing roll with an alchemical item, it rolls one additional die of
the same size and adds it to the total damage or healing.
Alchemist’s Fire (Volatile). The fulmarine throws a volatile flask
of alchemist’s fire at a point within 40 feet of it. All creatures
within 10 feet of the point must succeed on a DC 15 Dexterity
saving throw or be ignited by alchemist’s fire, taking 2d4 fire
damage at the start of each of its turns. A creature can end this
damage by using its action to make a successful DC 15 Dexterity check to extinguish the flames.
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CR 2
Humanoid (Any Race), Any Alignment
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Fulmarine
Hit the Deck. When the fulmarine is forced to make a Dexterity
saving throw against an effect it can see and hear, it can move
up to half its speed immediately before the effect occurs, potentially moving out of the area of danger.
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Alchemist’s Fire. Ranged Weapon Attack: +7 to hit, range 40 ft.,
one target. Hit: 5 (2d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to
make a successful DC 15 Dexterity check to extinguish the flames.
Reactions
Appendices | Creature Statistics
29
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