January 8, 2019

Alchemist Redux

Base Class
Comments from the Finger: We've finally revisited our alchemist class, resulting in the definitive alchemist redux, one of the most finely crafted classes out there. Not only it is magnetically fun to blast things into bits with alchemical bombs and brew potions on the fly, but the class is designed to be extremely customizable to suit characters of every playstyle. 

Love this class, but want more subclasses, more bombs, more discoveries, and more potions? Get the Complete Alchemist here!


A grinning gnome cackles with glee as he hurls a bomb into a group of charging goblins, blasting them into scorched chunks. He produces another, throws it at his feet, and disappears, still laughing, into the ensuing cloud of smoke.
     A slender elf quickly mixes liquids and herbs in a small bowl. She applies the mixture to an arrow wound on an injured dwarf's side, which immediately stops bleeding.
     Whether their methods are explosive, transformative, or restorative, alchemists live to transmute the world around them to their liking.

Chemical Reactions
One of the first things an alchemist learns is how to mix chemicals that react explosively with each other. Ostensibly, this is taught to students to prevent deadly accidents, but adventuring alchemists regularly apply this knowledge to create bombs.
     An alchemical bomb is a 1-pound, apple-sized, spherical glass or clay flask filled with a reactive chemical. A smaller vial of thin glass containing a reagent is suspended in the liquid, and the whole thing is sealed with a cork or wax seal. The chemicals violently explode when mixed. This occurs when the inner vial breaks, usually after the bomb impacts a solid surface or a fuse sets off a small explosive detonator within the vial. Bombs are primarily used to fend off enemies, but creative alchemists may find more practical uses for explosives, such as demolishing obstacles.

Serums and Tinctures 
More experienced alchemists learn to mix less volatile substances into potions, alchemical concoctions which replicate magical effects. These potions range from the medicinal, such as potions of healing, to the transformative, such as potions of gaseous form, to the downright deadly, such as potions of poison. Undisputed masters of potions, alchemists constantly innovate with new formulations and preparations, improving their potions into magic items in their own right. 

Elemental Sciences
The primary source of alchemy's power comes from the elemental planes. It is no surprise, then, that alchemists strive to tap deeper into that power, researching and discovering new compounds composed of the elements. The pinnacle of alchemy is the philosopher's stone, which is rumored to grant its bearer supreme elemental power. Few alchemists have succeeded in creating a philosopher's stone, and fewer still remain alive to divulge its secrets.

Creating an Alchemist
When you create an alchemist, consider why your character studies alchemy. Are you attracted to its dangerous power, or its ability to help others? Do you desire to use magic, but lack the aptitude or inborn ability?
     Why do you adventure? Are you searching for new alchemical formulae or rare ingredients? Do you, like so many, seek the philosopher's stone?
     Be sure to understand alchemy’s place in your campaign world. You might have learned your trade from a master or studied alongside artificers and wizards in a university. Your trade might be commonplace or an oddity. Depending on the setting, you might be respected for your knowledge or feared for your destructive potential.

Quick Build
You can make an alchemist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Choose any background.

Bombs, Natural Philosopher
Bomb Formulae, Field of Study3
Ability Score Improvement, Discoveries324d10
Field of Study feature436d10
Improved Potions537d10
Ability Score Improvement538d10
Field of Study feature
Ability Score Improvement7412d10
Improved Potions8514d10
Blast Coating9515d10
Ability Score Improvement9516d10
Field of Study feature
Ability Score Improvement11619d10
Philosopher’s Stone11620d10

Class Features
As an alchemist, you gain the following class features.

Hit Points
Hit Dice: 1d6 per alchemist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per alchemist level after 1st 

Armor: Light Armor
Weapons: Simple weapons, bombs
Tools: Alchemist’s supplies, herbalism kit

Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, and Survival

You start with the following equipment, in addition to the equipment granted to you by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer's pack or (b) a scholar's pack
  • Alchemist's supplies and (a) a vial of acid, (b) a vial of alchemist’s fire, or (c) a vial of basic poison
  • Leather armor and a dagger

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

At 1st level, you can create volatile alchemical bombs using your alchemist's supplies. Whenever you take a short or long rest, you can create a number of bombs equal to 10 plus twice your alchemist level. The cost of materials necessary to create these bombs is negligible. The statistics of a bomb are shown in the Bombs sidebar. After 24 hours, an unused bomb becomes inert.
     Instead of making an attack with a bomb using the Attack action, once per turn you can take the Use an Object action to prime a bomb with explosive reagents and throw it, increasing the bomb's explosive potential and allowing you to deal additional damage. When you do so, you can add your Intelligence modifier, instead of Strength or Dexterity, to the bomb's damage roll. Additionally, when you throw a bomb in this way, its damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
     Saving Throws. When your bombs call for a saving throw, its save DC is calculated as follows:

Bomb save DC = 8 + your proficiency bonus + your Intelligence modifier

Sidebar: Bomb
Bombs are martial ranged weapons with the following statistics: 
Name Cost DamageWeight Range
Bomb 2 sp1d10 fire 1 lb.Finesse, special, thrown (range 30/60)
Special Property
Bomb. When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be thrown at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.
     Additionally, as a bonus action, you can empty some of the bomb's explosive material to permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.

Bomb Formulae
By 2nd level, your research has granted you insight into new alchemical formulations for your bombs. Select three bomb formulae from the Bomb Formulae section below. Once per turn, when you take the Use an Object action to throw a bomb, you can apply a formula to it.
     When you gain certain levels in this class, you learn additional formulae of your choice, as shown in the Bomb Formulae Known column of the Alchemist table. Additionally, when you gain a level in this class, you can choose one of the formulae you know and replace it with another formula.

Field of Study
While all alchemists share a common knowledge base, most alchemists specialize into a particular field of study. When you reach 2nd level, you select your field of study, which grants you features at 2nd, 6th, 10th, and 18th level.
     A formula granted by your field of study does not count against the total number of formulae you know.

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

Reagent Dice
You start with three reagent dice, which are d10s, and you gain additional reagent dice as you gain levels in this class, as shown in the Reagent Dice column of the Alchemist table. You regain all expended reagent dice when you finish a long rest.
     When you take the Use an Object action to prime and throw a bomb, you can expend a number of reagent dice up to your proficiency modifier and add the dice to the bomb's damage roll.

Brewing Potions
You can spend 10 minutes and expend any number of reagent dice to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving throw, it uses your bomb save DC.
     The number of reagent dice and the alchemist level required to brew a potion are given in the following table:

PotionCostAlchemist Level
Potion of Climbing1 reagent die3rd
Potion of Growth1 reagent die3rd
Potion of Healing1 reagent die3rd
Potion of Water Breathing1 reagent die3rd
Cure-All2 reagent dice 7th
Potion of Greater Healing2 reagent dice 7th
Potion of Heroism2 reagent dice 7th
Potion of Resistance2 reagent dice 7th
Potion of Diminution3 reagent dice 14th
Potion of Flying4 reagent dice14th
Potion of Hill Giant Strength 4 reagent dice14th
Potion of Invisibility4 reagent dice14th
Potion of Superior Healing4 reagent dice14th

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

In the course of your research, you have made a number of discoveries regarding the nature of alchemy. At 4th level, you gain two discoveries of your choice. When you gain certain alchemist levels, you gain additional discoveries of your choice, as shown in the Discoveries Known column of the Alchemist table.
     Additionally, when you learn a new discovery, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
     Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.

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

Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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

Philosopher's Stone
At 20th level, you unlock the crowning achievement of all alchemy: a philosopher's stone, a dynamo of alchemical energy in a fist-sized glowing jewel. You can construct your philosopher's stone using your alchemist supplies, 1,000 gp worth of materials, and 1 week of work. You can only have one philosopher’s stone at a time and only you can gain the stone’s benefits. As long as you possess the stone, you gain the following benefits:
  • Whenever you finish a short rest, you regain all expended reagent dice.
  • Using the stone’s transmutation magic, you can brew potions as an action, instead of in 10 minutes.
  • You age 10 times slower than normal, and your age cannot be magically changed.
Additionally, you learn the following formula, which doesn’t count against the total number of formulae you know:

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

Bomb Formulae

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

Bomb Formulae
Formula Damage Saving Throw
Acid Bombd4 acidDexterity
Bramble Bomb
Cryo Bombd8 coldConstitution
Holy Bombd8 radiantDexterity
Impact Bombd8 forceDexterity
Lightning Bombd8 lightningDexterity
Nonlethal Bombd8 bludgeoning Dexterity
Oil Bombd6 fire
Painkiller Bomb*
Psionic Bombd6 psychicWisdom
Quiet Bombd8 fireDexterity
Shrapnel Bomb*d8 piercingDexterity
Smoke Bomb
Sonic Bombd6 thunderConstitution
Stink Bombd8 poisonConstitution
Teleportation Bomb 
Withering Bombd8 necroticConstitution

Sidebar: Missed Bombs
As bombs are explosive projectiles, it makes sense to ask what happens if a thrown bomb fails to hit its target. For simplicity, we assume that missed bombs explode harmlessly in the background or fail to detonate altogether, but do not explode in the target's space and deal damage with its blast radius. The GM can decide which of these two outcomes happens or can determine the outcome randomly. 

Acid Bomb
By mixing your bomb's explosive contents with a few drops of ardenflotic acid, a highly corrosive chemical, you can change it into an acid bomb. An acid bomb deals acid damage instead of fire damage and has d4 damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, takes the same amount of damage again at the end of its turn.

Bramble Bomb
By adding a potent fertilizer to your bomb's explosive contents, you can change it into a bramble bomb. A bramble bomb deals no damage, and instead causes tough, thorny brambles to sprout from any area of natural ground within the bomb's blast radius, which becomes difficult terrain. Additionally, if a creature in the blast radius is prone when the bomb detonates, it is enveloped by the brambles and must make a Strength (Athletics) check opposed by your bomb save DC in order to move or stand. The brambles shrivel and die after 1 minute.

Cryo Bomb
By replacing your bomb's explosive reagent with a piece of ice nine, you can change it into a cryo bomb. A cryo bomb deals cold damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has its speed decreased by 10 feet until the end of its next turn.

Holy Bomb
By adding a few drops of holy water to your bomb's explosive contents, you can change it into a holy bomb. A holy bomb deals radiant damage instead of fire damage and has d8 damage dice, unless the target is a celestial, fiend, or undead. The bomb's damage dice are d6s against celestials and a d12s against fiends and undead.

Impact Bomb
By replacing your bomb's explosive reagent with a more reactive one, you can change it into an impact bomb. An impact bomb deals force damage instead of fire damage and has d8 damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is pushed 5 feet away from the center of the blast.

Lightning Bomb
By replacing your bomb's explosive reagent with a charged arcane capacitor, you can change it into a lightning bomb. A lightning bomb deals lightning damage instead of fire damage and has d8 damage dice. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can't take reactions until the end of its next turn.

Nonlethal Bomb
By replacing your bomb's explosive reagent with a pouch of rubber pellets, you can change it into a nonlethal bomb. A nonlethal bomb deals bludgeoning damage instead of fire damage and has d8 damage dice. If damage from this bomb drops a creature to 0 hit points, it knocks the creature out, rather than dealing a killing blow, rendering the creature unconscious and stable. Additionally, this bomb's rubber projectiles bounce around corners, ignoring half and three-quarters cover for targets within the blast radius.

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

Psionic Bomb
By mixing your bomb's explosive contents with dust from a psionic crystal, you can change it into a psionic bomb. A psionic bomb deals psychic damage instead of fire damage, has d6 damage dice, and requires a Wisdom saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, makes ability checks to concentrate on spells with disadvantage until the end of its next turn.

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

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

Sonic Bomb
By mixing your bomb's explosive contents with a few drops of air elemental essence, you can change it into a sonic bomb. A sonic bomb deals thunder damage instead of fire damage, has d6 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is deafened until the end of its next turn.

Stink Bomb
By adding a single drop of skunkanide, a chemical too unholy to expound upon, you can change it into a stink bomb. A stink bomb deals poison damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on ability checks it makes before the end of its next turn.

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

Withering Bomb
By mixing your bomb's explosive components with a powerful desiccating agent, you can change it into a withering bomb. A withering bomb deals necrotic damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can't regain hit points until the end of its next turn.

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

Alchemy of Ascendancy
Prerequisite: 17th level
A breakthrough in your alchemical studies has revealed the formulation of several potent elixirs. You can brew the following potions:

Potion Cost
Necromantic Draught4 reagent dice
Oil of Etherealness4 reagent dice
Potion of Speed4 reagent dice
Potion of Stone Giant Strength 4 reagent dice

Alchemy of Influence
Prerequisite: 13th level
Your alchemical research has revealed many of the basic chemicals which govern emotions. You can brew the following potions:

Potion of Animal Friendship 1 reagent die
Philter of Love2 reagent dice
Potion of Clairvoyance3 reagent dice
Potion of Mind Reading3 reagent dice

Alchemy of Transformation
Prerequisite: 13th level
You have mastered the alchemical secrets of shifting matter, which allow you to brew the following potions:

Oil of Slipperiness2 reagent dice
Sandstone Solution2 reagent dice
Aqua Fortis3 reagent dice
Chameleon Concoction3 reagent dice
Potion of Gaseous Form3 reagent dice

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

Ballistics Research
You learn two additional bomb formulae.

Battle Training
You gain proficiency with martial weapons and shields.

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

Demolition Spree
Prerequisites: 13th level, Mad Bomber Field of Study
When you take the Use an Object action to prime and throw a bomb, you can throw a number of bombs equal to the number of the bomb's damage dice, instead of only one. Each bomb you throw deals 1d10 damage plus your Intelligence modifier and can't target the same creature or space. You must spend reagent dice separately on these bombs and can apply a bomb formula to only one of them.

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

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

Fire in the Hole
Prerequisite: 9th level
You have tweaked your bomb’s formula to increase its explosive yield. Your bomb save DC increases by half your proficiency bonus, rounded down.

Fortified Serum
Prerequisites: 13th level, Apothecary Field of Study
Whenever a creature regains hit points by drinking one of your potions, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the end of its next turn.

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

Lazarus Bolt
Prerequisite: 9th level
You've discovered a radical necromantic workaround: restoring life with direct electricity to the heart. As an action, you can drive a bolt into the torso of a creature that has died within the last minute and shock it back to life. That creature returns to life with 1 hit point. This feature can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Magnified Blast
Prerequisite: 17th level
Thanks to a new internal design for your bombs, you can expand it blast radius along with its magnitude. Whenever you add reagent dice to your bomb’s damage, you can also choose to expand the bomb’s blast radius by a distance of up to 5 feet per two reagent dice spent.

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

2 × Basic Poison1 reagent die
2 × Antitoxin1 reagent die
Potion of Poison2 reagent dice
Oil of Taggit2 reagent dice
Serpent Venom2 reagent dice
Truth Serum2 reagent dice

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

Reactionary Gulp
Prerequisite: 17th level
By keeping your potions organized on a bandolier or in a series of pouches, you can quickly draw them in a moment’s notice. Immediately after you take damage from a creature you can see, you can use your reaction to drink a potion.

Recycled Potions
Prerequisite: 9th level
When you brew potions, you can distill those you have already brewed, recovering the reagents stored within. You can convert brewed potions into reagent dice and you can choose to expend those dice to create new potions. You can’t gain more than your maximum number of reagent dice using this ability.

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

Prerequisites: 13th level, Mutagenist Field of Study
You’ve developed a powerful, but fleeting way of blending your mutagens together. When you inject yourself with a mutagen, you can choose to inject a tri-mutagen, which grants you the benefit of all your mutagens at once. This benefit lasts for 1 minute, or until you use your bonus action to inject yourself with a different mutagen. Once you use this ability, you can’t use it again until you finish a long rest.

Fields of Study

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

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

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

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

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

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

Alchemical Resurrection 
Starting at 18th level, your medicines are potent enough to rouse the dead. By using your action to mix 500 gp worth of diamond dust into a potion of superior healing or a potion of supreme healing, you create a potion of raise dead. Pouring this concoction on a humanoid corpse that has been dead no longer than 10 days as an action causes the effect of the raise dead spell.

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

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

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

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

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

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

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

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

Beginning at 2nd level, you can use your bonus action to inject yourself with a powerful transmutative potion known as a mutagen. You gain one of the following benefits of your choice for 1 minute, or until you use your bonus action to inject yourself with a different mutagen:
     Strength. Your Strength score increases by 3, to a maximum of 20.
     Additionally, you sprout claws, fangs, spines, horns, or a different natural weapon of your choice. You can use this natural weapon to make unarmed strikes. On a hit, you deal damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage of this attack is bludgeoning, piercing, or slashing, as appropriate for the natural weapon.
     Dexterity. Your Dexterity score increases by 3, to a maximum of 20. Additionally, your movement speed increases by 5 feet.
     Constitution. Your Constitution score increases by 3, to a maximum of 20. When you gain this increase, your current and maximum hit points increase accordingly with your new Constitution score, but when this effect ends, both your current and maximum hit points decrease by the same amount.

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

Advanced Mutation
Starting at 10th level, whenever you inject yourself with a mutagen, you can choose one of the following additional mutations:
     Hyperelastic. Your flesh takes on a rubbery quality, allowing you to bend and stretch with ease. Your melee weapon attacks gain the Reach property, if they did not already have them. Additionally, you have advantage on ability checks you make to escape grapple or slip binds.
     Mucilaginous. Your skin secretes a thick, extremely sticky substance which helps you adhere to objects. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have a climbing speed equal to your walking speed.
Additionally, creatures have disadvantage on ability checks made to escape grapple with you.
     Polybrachia. You grow a pair of additional arms. These arms are fully functional and can be used to hold weapons and shields (allowing you to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant you any additional actions.

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

Changelog: 1/21/19: Potions: Cure-All: Rarity changed to uncommon, reworked to have multiple doses
Potions: Necromantic Draught: Rarity changed to rare
Potions: Sandstone Solution: Reworked to specify the stone's HP and AC
2/4/19: Bombs: Count as ranged weapons


  1. Think the bombs need to be better explained. How I understand it right now;

    Bombs do 1d10 fire damage by default. Mad Bombers 18th level feature. Change the bombs into a d12, from a d10? That sounds awfully lacklustre for an 18th level feature.

    Am I missing something?

    1. When you take the Use an Object action to throw a bomb, you deal additional damage dice (which scale as a cantrip) and add your Intelligence modifier to damage. So, that Mad Bomber capstone amounts to 4d12+Int at that level. Maybe it needs to be buffed a bit, but it's not insubstantial.

    2. Whereas someone who isn't an Alchemist can use a bomb to make an Attack, dealing 1d10+Str or Dex, right?

    3. Does Black Powder Bomb increase the die size of any Reagent Dice applied to the bomb?

      In addition, can you add Bomb Formulae to Explosive Missile?

    4. Also, side note: as written, a Rogue can Sneak Attack with a bomb. I'm guessing that's probably not intentional?

    5. In order:

      Black Powder Bomb changes reagent dice (as do all other formulae).

      As written, you can't formulae to explosive missiles (until we re-release bowgunner)

      A rogue can absolutely sneak attack with a bomb! Rogue/alchemist is an intentional build, which is also why I included Quiet Bomb.

    6. Going off of that idea of the Rogue / Alchemist multi, would a Thief Rogue be able to throw a bomb with its Fast Hands bonus action, or is the language meant to imply that throwing a bomb is a special instance of the Use Object action?

  2. So you turned the poisoner, and the Monster hunter one into warlock like discoveries, but what about the crazy Dr Xenoalchemist? Can we use it with the redux?

    P.S All those new oils, poisons and etc... are at a core rulebook, or at the new complete alchemist?

    1. The Venomsmith and Xenoalchemist archetypes (as well as the Monstrous Grafts, which have been rebalanced for all players) are in the Complete Alchemist. I believe all of the potions and poisons called out here are in the core rules or are included at the end of the PDF.

      As for the rework of the Bowgunner, we didn't include it in the Complete Alchemist for fear of getting in trouble with Capcom, but we'll release it for free on the blog soon.

    2. Are you talking about the Formulaeist when you say Bowgunner? I have a player using that subclass in one of my games, and would like to provide them with an update of their class as soon as possible.

    3. Currently, there is not update for the Formulaeist :/ Its the only one missing, and I'm still a bit bummed about that myself. That being said, when I asked about it on the Patron board, they said gadgeteer alchemist was under discussion.

    4. The Formulaeist didn't translate well with the changes we've made to bombs and formulas, so unfortunately, it got axed. I'm working on an inventor alchemist to fill that 'generic alchemist' role, but I haven't gotten it finished yet. It might be a blog post soon.

      The bowgunner was an alchemist based on Monster Hunter released on the blog that used explosive crossbow bolts. We'll see a redux of that released on the blog in the coming weeks.

  3. Question: I bought the Complete Alchemist before the Redux was released, and I'm wondering if acquiring the new version would require that I pay for it again, or if there is some means of accessing the new version with my previous order. Either way is fine, I'd just like to confirm that this is a necessary impulse buy.

    1. You /should/ have gotten an update email. Check your junk folder, if you don't see it. If you absolutely can't find it, send me an email at middlefingerofvecna@gmail.com and I'll drop you a copy.

    2. Ah, thanks. It just took a little while to get to me, but I found it.

    3. Does that include those of us that have gotten the class package as part of the Dark Matter Kickstarter rewards?

    4. I haven't sent an updated MHP Starter Pack yet, since I wanted to have the Craftsman Redux done as well. Rest assured, you'll get the complete book.

  4. To be clear, do you add the relevant die to your damage rolls for your bomb formulas as well? Or only the base standard bomb?

    1. Reagent dice can be added to bombs that use formulas, but they are changed by the formula as well.

  5. I may have sent this in already, but I didn't see it so I'll re type:
    I just got the redux, and have a few questions about grafting (looks like fun!)

    1) Doesn't seem so , but if Grafting only avail for xenoalchemists?
    2) Don't quite understand recovery time. You lose half your hit points and hit die when installing a graft (and just the hit points to replace) How long does that last until you regain your hit points again? 24 hours? Indefinitely?
    3) Looks like if you're a xenoalchemist, you don't lose hit pts or hit die at 2nd lvl. That's cool and all, but if you can graft without being a xeno, why not take another field of study, and just be patient with recovery time? Wait until you doing a day rest to graft. Maybe I'm missing something.
    4)Surgical attack at 6th lvl for Xeno. unarmed strike aren't that strong. WHy not attack with a weapon on your attack or use an Object? Unless surgical attack is a bonus action?

    I'd love to be a Xenoalchemist because it'l fit perfectly well with my character story. Maybe I'm not understanding some of this stuff.

    1. Answers, in order:
      1. Grafting is available for everyone.
      2. The HP damage and HD expenditure is normal; you can recover this HP and HD as normal.
      3. The big difference is that Xenoalchemists can do this sort of surgery on the road and in a dungeon. Given that most monster parts expire, this is a bigger deal than it seems.
      4. Surgical Strike allows you to make this attack _in addition_ to the normal attack or bomb throw. It's basically Extra Attack, with some caveats.

    2. Thanks so much for the speedy reply. I've been searching for a while for an alchemist class for 5e that I liked, and I think this is my favorite so far!
      Is there an FAQ in case I come up with some other queries, or should I ask in here?

      One last thing, Gentle Repose seems like a useful spell for grafting. Any suggestions as other options to keep corpses fresh longer, or will I have to Wizard cross class and get to level 3 just to do this?

      Great work again!

    3. You can ask here, but you're likely to get a speedier response if you ask on our discord.

      Gentle Repose is a godsend for xenoalchemists, but unless you want to take a dip in wizard or get a magic item with that spell installed (a magic icebox, so to speak), you'll probably be harvesting your monster parts fresh.

  6. What's the 'Cure-All' potion mentioned in the potions table? Something meant to be a non-SRD potion I take it?

  7. When taking the “Use an object” action, is the Intelligence modifier added to the attack roll to hit or is it still the Dexterity modifier?