Alchemist

by ArcanaCapra

Search GM Binder Visit User Profile
The Alchemist v4.0
by u/ArcanaCapra

Alchemist

Gray hair glistening under the moonlight, a kind older human smiles softly as she squeezes her friend's shoulder before handing over a bubbling flask. As soon as he drinks it, his fresh wounds vanish, and he smiles back.

A joyful tabaxi takes coppers that coughing farmers extend to him, gladly handing over his brews in exchange. They down each cup in a swift gulp and soon start to jump around, brighter and more energetic than ever with no lingering traces of any illness. He vanishes during the night, following the road before the effect wears off and an angry mob goes after him.

A loud explosion echoes in a corner of the town for the third time this week. Exasperated neighbors shout towards the elf's workshop. Later, when goblins invade only to be met by an assault of blasts that paints the streets in crimson, no complaints can be heard.

Diligent Crafters

Studious and meticulous, alchemists are those who dedicate their entire lives to the craft of complex substances, be they poison, medicine, or something else entirely. Few are those that have the capacity to develop the strange talent of imbuing their own products with arcane power, however. Those who do are the true master alchemists.

Arcane Users

To manifest your own magic through that which you have crafted with your very own hands is the way of the alchemist, and is what separates them from wizards and sorcerers. They specialize in mixing the right chemicals and how to carefully enchant them to drastically alter or improve their effects, though to master this fine art typically takes countless years of theoretical study and a lifetime of practice.

Mysterious and Ambitious

Regardless of their goals, alchemy takes severe dedication to learn even the most basic aspects. Alchemists live and breathe their field of study, often putting their own lives on the line for the sake of discovery. They learn recipes from their past teachers, from intelligent otherworldly creatures (such as devils), or from their own trial and error.

Creating an Alchemist

Creating an alchemist demands a good reason for your character to pursue such an odd path. What was your character's first contact with alchemy? How did they eventually discover their own arcane prowess? Who taught you what you know? Was one of your parents an alchemist, or perhaps you were taught by a mysterious creature? Did you discover all that you know on your own after stumbling upon detailed instructions on how to craft your first potion?

What drives you to keep learning and practicing? What are your goals, and how does alchemy help you achieve them? Are you simply looking to make money, or do you have a loved one with a peculiar condition that you seek to cure?

Quick Build

You can make an alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the enthalpy and acid splash cantrips, along with the 1st-level spells cure wounds, disguise self, longstrider, mage armor, tasha's caustic brew, and volatile substance.

Multiclassing

To multiclass into or out of the alchemist class, your Intelligence score must be 13 or higher.

Multiclassing Rules

Multiclassing into or out of this class can be done, but the following rule must be followed in addition to any other multiclassing rule.

Spell Slots. The alchemist counts as a full-caster, like the wizard, for purposes of counting how many spell slots you have. If you multiclass with another caster class, at the end of every long rest, you must choose between keeping a spell slot or brewing a potion that replicates the effects of a spell. Do this for every spell slot that you have. If you brew a potion, you must do so choosing an alchemist spell that is in your recipe book for each potion. You cannot brew spells from other classes.

Flavoring Spells

Not all alchemist spells have to be regular potions (though there is nothing wrong with that). Here are some alternative ideas of what they could look like, be they edible, explosive, flammable, toxic, etc.:

  • An ooze (or animal/creature) that slips out of a vial to deliver the spell and then melts away;
  • Balms;
  • Beads;
  • Cigarettes;
  • Crystals (may deliver an effect upon being shattered);
  • Darts;
  • Incenses;
  • Injections;
  • Oils;
  • Perfumes;
  • Pills;
  • Poultices;
  • Powders;
  • Vials of gas;

Alchemist 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

Proficiencies


  • Armor: none
  • Weapons: improvised weapons, simple weapons
  • Tools: alchemist's supplies and herbalism kit
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose any three.

Equipment

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

  • (a) two simple weapons or (b) a light crossbow and 20 bolts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • One tool that you are proficient with
  • An alchemist's bag
  • A recipe book

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Alchemist
Level Proficiency Bonus Features Cantrips Known Minor Wonders 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Potionmaking, Bottled Magic 2 2
2nd +2 Deft Scavenger, Minor Wonders 2 3 3
3rd +2 Alchemist Specialization, Visionary 2 4 4 2
4th +2 Ability Score Improvement 2 4 4 3
5th +3 Quick Brew 3 5 4 3 2
6th +3 Alchemist Specialization Feature 3 5 4 3 3
7th +3 3 6 4 3 3 1
8th +3 Ability Score Improvement 3 6 4 3 3 2
9th +4 3 6 4 3 3 3 1
10th +4 Deft Scavenger Recipes 4 6 4 3 3 3 2
11th +4 4 7 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 7 4 3 3 3 2 1
13th +5 4 7 4 3 3 3 2 1 1
14th +5 Alchemist Specialization Feature 4 7 4 3 3 3 2 1 1
15th +5 4 8 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 8 4 3 3 3 2 1 1 1
17th +6 4 8 4 3 3 3 2 1 1 1 1
18th +6 Deft Scavenger Recipes 4 8 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 8 4 3 3 3 3 2 1 1 1
20th +6 Major Wonders 4 8 4 3 3 3 3 2 2 1 1

Potionmaking

If an effect or game feature refers to or calls for the Spellcasting feature, the Potionmaking feature counts as such.

Recipe Book

At 1st level, your gain a recipe book, which contains six recipes of spell-replicating potions. When you learn an alchemist spell, it is added as a potion recipe to your recipe book. It does not contain your cantrips, as those are minor alchemical reactions infused with minuscule amounts of magic that you have committed to memory. You learn more cantrips at certain levels, as shown on the Cantrips Known column of the Alchemist table.

Brewing Potions

You may leave potions brewing throughout the night. You cannot cast alchemist spells using spell slots. Instead, at the end of a long rest, you infuse concoctions with your magic, turning each of your spell slots into potions, provided that you have alchemist's supplies and an alchemist's bag in hands. The intensity of each potion is equal to the spell slot used to create it. Each individual potion replicates the effects of a spell of your choice that is in your recipe book. A potion can only replicate a spell you know whose level is equal to or lower than its intensity. Once you have brewed potions, using one is identical to casting the spell it replicates for any game effects and it takes the same time as casting the spell. They need no additional material components, only the vial itself and a free hand, thus requiring material and somatic, but not vocal components. The spell replicated is always cast at a level equal to the potion's intensity.

You must determine the spell that each potion is replicating when you brew them at the end of a long rest. So if a 3rd-level alchemist prepares four potions that replicate the Jump spell and two potions that replicate the Darkness spell, you cannot change which spells they replicate until you brew other potions. A potion that replicates a spell requiring costly components uses the costly components on its brewing process, and a potion that replicates a spell requiring concentration needs you to maintain a taxing connection to the magic or for you to constantly reapply the concoction, thus also requiring your concentration.

Potions remain viable until you use them or you finish a long rest. Alternatively, you can skip brewing any number of new potions to upkeep the same number of existing potions of equal intensities, keeping them viable until your next long rest.

Spellcasting Ability

Intelligence is the spellcasting ability for your alchemist potions. You use your Intelligence when a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for one of your potions or when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Bottled Magic

Also at 1st level, you can give any potions made using your Potionmaking feature to other creatures. The spell it replicates mustn't require concentration, its intensity must be 1 or higher, and its casting time can be no longer than 10 minutes.

Any creature using it counts as the caster of the spell for all intents and purposes, but they use your spell save DC. If the spell calls for one or more attack rolls, creatures other than you make improvised weapon attacks using the spell's range. You make spell attacks instead.

Learning Spells of 1st Level and Higher

Each time you gain an alchemist level, you can add two alchemist spells of your choice to your recipe book. Each of these spells must be of a level equal to or lower than the highest intensity potion you can make, as shown on the Alchemist table. On your adventures, you might find other potion recipes that you can add to your recipe book. It follows the same rules as a wizard's spellbook - when you find another alchemist's recipe book, you may transfer their recipes to your own (2 hours of work per intensity level of the potion), and you can transcribe a loose recipe on a parchment to your own recipe book as well, though the latter requires 2 hours of work and 50 gp per intensity level of the potion.

Deft Scavenger

At 2nd level, you've developed some of the many talents required of an alchemist. You gain the following benefits:

  • You may craft magical and nonmagical consumable items for a quarter of their gold value, instead of half, following XGE's rules (p128). If crafting an item would cost you 15 gold or less in materials, you can craft it as part of a long rest, but no more than 1 item a day.
  • You learn the required formulas to craft 4 potions of common or uncommon rarity of your choice. You learn 2 more recipes of rare or lower rarity potions at 10th level and again at 18th level.

Minor Wonders

Also at 2nd level, trial and error has taught you much, and you've made major discoveries through hard work, study, or sheer luck. You learn 3 Minor Wonders. You learn more Minor Wonders once you reach certain levels, as shown in the Alchemist table.

Each wonder can be brewed so long as you have your alchemist's supplies and either your alchemist's bag or the required ingredients in hands, as well as any costly material components that the brew may call for. Costly components are consumed when the brew is made.

Consuming a wonder is the same as consuming a potion. You can brew a number of Minor Wonders equal to 1 + your proficiency bonus, and regain all uses on a long rest.

You can replace a Minor Wonder you have learned with another one for which you qualify each time you gain a level in this class.

Clarification on Minor Wonders Duration

A brew can be consumed as soon as it is finished and retains its magic for the duration, but its effects start counting down from the moment it is brewed. For instance, if an alchemist makes the Coldest Drink, a Minor Wonder with an effect that lasts for up to 8 hours, and waits 2 hours before consuming it, the effects will now only last for up to 6 hours.

Optional Rule: Batch Brew

At your DM's discretion, Minor Wonders can be brewed in batches by spending multiple uses of the feature. When you do so, simply multiply the Minor Wonder's maximum yield by the number of uses spent. If a brew calls for costly components, multiply the cost as well.

Alchemist Specialization

At 3rd level, you decide a particular skill to hone, choosing an alchemist specialization from the list of available specializations. Your choice grants you features at 3rd level and again at 6th and 14th levels.

Visionary

Also at 3rd level, you gain expertise with alchemist's supplies and herbalism kit.

Alchemist's Versatility

At 4th level and whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do the following, representing a change in focus as you use your skills and magic:

  • Replace one cantrip you learned from this class's Potionmaking feature with another cantrip from the alchemist spell list.

Quick Brew

At 5th level, your mind has gotten used to certain patterns in brewing. You learn how to recycle some of your magic and ingredients into other potions. As part of a short rest, you can turn potions made using the Potionmaking feature into different potions of equal intensities, up to a number equal to your proficiency bonus. For instance, you may turn a detect magic potion into a comprehend languages potion.

Major Wonders

At 20th level, all Minor Wonders with a brewing time of 1 or 10 minutes now have a brewing time of 1 action, and you regain all uses on a short or long rest. Additionally, they no longer require costly material components.

Alchemist Specializations

The Apothecary

Priding themselves in having a cure for every ailment and a potion for every occasion, the apothecaries are among the most sought after alchemists by the general populace.

Specializing in keeping others alive and enhancing their natural skills, they are just as coveted by adventurers, and those who have one amongst their ranks are often thankful for it.

Battle Medic

When you choose this specialization at 3rd level, you gain the following benefits:

  • You gain proficiency in the Medicine skill, or expertise if you're already proficient.
  • You learn the Spare the Dying cantrip, which counts as an Alchemist spell for you, but does not count against your total number of Cantrips known.
  • When a creature regains hitpoints from any of your potions, such as a potion of healing that you have crafted or a potion from your Potionmaking feature, that healing is increased by an amount equal to your spellcasting ability modifier.

Folk Healer

Also at 3rd level, being constantly on the move to help others has taught you a few things about common ailments, and coming into contact with a variety of diseases has boosted your own body's defenses. You gain immunity to diseases, and you have advantage on Medicine checks made to identify a disease, determine its specifics, or to treat it through nonmagical means.

Bitter Medicine

At 6th level, you have just the right thing to help others in every situation. Other creatures can now use your potions that replicate spells requiring concentration, using their own concentration instead of yours. The potion's intensity can be no higher than 2 and the potion must not directly target creatures other than the creature concentrating on its effects.

Master Healer

At 14th level, you learn the Lesser Restoration, Remove Curse, and Greater Restoration spells, or up to other three alchemist spells of your choice if you already know them. You may brew an extra potion of intensity 5 every long rest, but it must replicate one of the three spells listed in this feature.

The Demolitionist

Not all alchemists roam the lands in the shadows, standing in the backlines as they brew concoctions that will be used as poison or medicine, experimenting and changing the world from behind the curtains. Some are loud and have no fear of experimenting with the volatile and the unreliable, using the sheer power of destruction to carve their own path.

Siege Expert

When you choose this archetype at 3rd-level, whenever you deal fire or thunder damage to a structure, that damage is doubled and you ignore the structure's damage resistances.

Delayed Blast

Also at 3rd-level, you know how to make a simple mechanism, magical symbol, or chemical compound, such as a pressure plate or runes, that are able to hold and release magical energy. Once per long rest, you can use this feature to cast Glyph of Warding at its base level, requiring no costly material components and without expending a spell slot or potion of any kind.

When cast using this feature, you may only deal fire or thunder damage when using Explosive Runes. When using the Spell Glyph, you can only store a spell that deals fire or thunder damage.

You can have a number of glyphs made using this feature equal to your proficiency bonus. If you make a new glyph and exceed the limit, the oldest glyph fades.

Stable Eruption

At 6th-level, if a potion you make replicates a spell that deals acid, cold, fire, lightning, or thunder damage you can change the damage type to fire or thunder. This must be determined as soon as you brew the potion at the end of a long rest.

Master Blaster

At 14th level, at the end of a long rest, you imbue a single one of your potions made using your Potionmaking feature with extra magic or volatile ingredients.

The potion must deal fire or thunder damage and have a duration of instantaneous. When used, instead of rolling dice to determine the damage dealt, the creature using it can instead use the highest number possible for each die.

If the potion requires an attack roll, any dice roll lower than 10 is treated as a 10 instead.

The Experimentalist

The vanguard of alchemists, an experimentalist thinks of fun new ideas first and possible consequences later. Addicted to the thrill of discovery, they make for fascinating albeit unreliable companions and terrifyingly unpredictable foes.

Wild Brew

When you choose this specialization at 3rd level, upon finishing a long rest, you also finish brewing one of your side projects, a Wild Brew. You experiment with ingredients or magical enchantments that result in a new, unpredictable effect.

Whenever you finish a long rest, roll once on each of the Wild Brew Tables in the next page to see what effects your new brew has. You can use your brew as an action and you decide its appearance and how it is applied. If a wild brew works in an area, its effect applies to all creatures inside of it.

Any bonus to effect on Wild Brew Table 1 alters the damage, healing, or temporary hit points of effects on Table 2.

Your Bottled Magic feature applies to the Wild Brew as if it were a potion.

Scratch That!

Also at 3rd level, your mind fills with ideas on how to change your already known recipes to better suit your needs.

Whenever you finish a short or long rest, you can choose one of your spells in your recipe book and replace it with another spell from the alchemist spell list, so long as the new and the replaced spells meet at least one of the following criteria:

  • Both spells are the same school of magic.
  • Both spells cause damage in an area of effect.
  • Both spells cause damage and call for the same type of attack roll (melee or ranged).
  • Both spells heal hit points/grant temporary hit points.
  • Both spells cause a condition.

Trouble Brewing

At 6th level, you gain a permanent +2d10 bonus to effect in addition to any regular bonus when rolling on Wild Brew Table 1. Additionally, at the end of a long rest, you can use level 3 or higher spell slots to make additional Wild Brews instead of brewing them into potions using the Potionmaking feature. You can have a maximum number of existing Wild Brews equal to your proficiency bonus.

Master Experimentalist

At 14th level, you've finally achieved perfection and consistency with one of your brews. Choose one result from each Wild Brew Table. That combination becomes your Perfect Brew. When you finish a long rest, you brew your Perfect Brew in addition to your Wild Brew.

Wild Brew Table 1

1d12 The Wild Brew works on a... Bonus to effect
1 A single target within 60 feet of you +2d10
2 Two targets within 30 feet of you +1d10
3 A 10-foot cube centered on a point within 30 ft. --
4 A 10-foot-radius sphere centered on a point within 30 ft. --
5 A 30 feet long and 5 feet wide line originating from you --
6 A 15-foot cone originating from you --
7 A 20-foot cube centered on a point within 60 ft. -1d10
8 A 20-foot-radius sphere centered on a point within 60 ft. -1d10
9 A 60 feet long and 10 feet wide line originating from you -1d10
10 A 30-foot cone originating from you -1d10
11 A 30-foot-radius, 40-foot-tall cylinder centered on you -1d10
12 A 30-foot-radius, 40-foot-tall cylinder centered on a point within 60 ft. -1d10

Wild Brew Table 2

1d20 Effect (on hit/failed save) Damage/Healing Save/Attack/Other
1 Take acid damage 4d10 Ranged spell attack against targets; Dex. save in area
2 Take cold damage 4d10 Ranged spell attack against targets; Con. save if in area
3 Take fire damage 4d10 Ranged spell attack against targets; Dex. save if in area
4 Take lightning damage 4d10 Ranged spell attack against targets; Dex. save if in area
5 Take poison damage 4d10 Ranged spell attack against targets; Con. save if in area
6 Take thunder damage 4d10 Ranged spell attack against targets; Con. save if in area
7 Poisoned until end of next round -- Constitution saving throw
1d20 Effect (on hit/failed save) Damage/Healing Save/Attack/Other
8 Bludgeoning damage and knocks prone 2d10 Strength saving throw
9 Pulled towards center of the area/towards you if targeted -- Strength saving throw
10 Pushed to the outer edge of the area/30 feet away from you if targeted -- Strength saving throw
11 Charmed by you for 1 hour, or until damaged or threatened -- Wisdom saving throw
12 Heals 2d10 --
13 Grants temporary hit points 2d10 --
14 Increases speed by 15 feet for 1 hour -- Each 1d10 from bonus to effect converts to +5 feet
15 Grants 15 ft. flying speed for 10 minutes -- Each 1d10 from bonus to effect converts to +5 feet
16 Grants 60 ft. swim speed for 24 hours -- Each 1d10 from bonus to effect converts to +5 feet
17 Frightened of you for 1d4 turns -- Charisma saving throw
18 Must use either an action or bonus action and can't use reactions until the end of the next round -- Wisdom saving throw
19 Ends poisons, diseases, petrifications, and charms -- --
20 Become an object or CR 0 animal of the DM's choice for 1 minute or until damaged. -- Wisdom saving throw

The Poisoner

Responsible for the more unsavory business conducted by alchemists, poisoners are often involved in shady business. They provide assassins and mercenaries with a myriad of toxic options to be used discreetly or in the heat of battle.

Toxic Waste

When you finish a long rest and brew potions, you can take all the toxic residue left behind by the alchemical processes and turn it into a small vial of deadly poison. It remains viable until the end of your next long rest and then goes inert. When you do so, choose one of the following options:

  • Ingestion. You choose a poison that needs to be orally consumed to take effect. You can mix it with any of your potions, with another liquid, with food, and other means typical of this kind of poison. When a creature ingests the poison, they must succeed on a Constitution saving throw against your spell save DC. On a failure, the creature takes 4d8 poison damage and is poisoned for 8 hours, or half as much damage and no conditions on a success.
  • Injection. You choose a poison that takes effect when coursing through the target's veins. The toxin is oily and thick, and can be used as a bonus action to coat a weapon or a single piece of ammunition and has enough for up to 4 applications. Once applied, it lasts until the end of your next long rest or until the weapon hits a creature. The next hit with the weapon deals an extra 1d8 poison damage and forces the target to succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw, ending the poisoned condition on itself on a success.

Unsavory Knowledge

Also at 3rd level, you have earned knowledge on how to make a variety of concoctions that shady folks seek. You gain proficiency with the Poisoner's Kit, or expertise if you're already proficient with it.

Potent Poison

At 6th level, your Toxic Waste feature now uses d10's instead of d8's when rolling for damage. Additionally, any poison and potion that you make by any means, such as crafted items or potions made using your Potionmaking feature, now ignore resistance to poison damage, and you learn how to tailor your poison to affect any specific target.

Tailor Poison. When you craft a poison, use your toxic waste feature, or make a potion that deals poison damage using your Potionmaking feature, you can choose to tailor that poison to affect specific targets. Choose a creature type from the following: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. That poison is specifically tailored to harm the chosen type of creature, ignoring any resistances or immunities to poison damage or the poisoned condition that creatures of that type possess. Creatures of a different type are unaffected by a tailored poison.

Master Poisoner

At 14th level, when you use your Toxic Waste feature, you can further process your poisons to change their effects:

  • Ingestion. You can replace the poisoned condition by the blinded or deafened conditions, or apply 2 levels of exhaustion instead.
  • Injection. You can replace the poisoned condition by the blinded, deafened, or stunned conditions, or deal an extra 2d10 poison damage instead.

The Transmuter

Perhaps the first thing that comes to mind when a common person thinks of an alchemist, a transmuter is forever studying the core of all matter in the world, seeking to fundamentally understand it in order to bend it to their will.

Transpose Matter

When you choose this archetype at 3rd level, you learn how to make a concoction capable of altering the physical properties of nonmagical objects. Over the course of 1 hour, you produce a brew capable of transforming objects composed entirely of a single material into a different material of equal or lower value of the same type, such as a rock into another rock, or a metal into another metal. More specific examples include turning clay into dirt, marble into limestone, silver into iron, gold into mercury, or mahogany wood into acacia wood.

Making said brew requires your alchemist's supplies or your alchemist's bag to be at your disposal. One batch is enough to alter up to 5 cubic feet of matter and retains its magic for up to 24 hours.

The brew needn't be used by you, but it requires magical prowess and alchemical knowledge. Any creature that is capable of casting a spell and is proficient with alchemist's supplies can use it.

Transmogrify

Also at 3rd level, altering the basic form of any creature becomes an easy task for you. You learn the Alter Self spell, and you can cast it as a ritual by quickly brewing a delicate potion that replicates its effects and must be consumed immediately after being finished. You may give it to another creature as if using your bottled magic feature, in which case the creature uses their own concentration.

Enhanced Transmutation

At 6th level, you may now transmute a material into a similar material of higher value. If you do so, it reverts back to its original form in a number of hours equal to your alchemist level.

Additionally, whenever you brew a potion that replicates the Alter Self spell with your Potionmaking or Transmogrify features, it no longer requires concentration, though a creature can only benefit from one of its effects at a time.

Master Transmuter

At 14th level, when you transmute a material into a different material of higher value, it reverts back to its original form after a number of days (instead of hours) equal to your alchemist level.

Additionally, if you transmute a Small or smaller object into a different material of higher value every day for one week, the transmutation becomes permanent. You can, for instance, turn a piece of lead into gold, or a steel sword into an adamantine sword. Doing so requires extra attention, effort, and magical prowess, and as such you may only do this to one object every week.

Minor Wonders

Alter Ego Elixir


  • Crafting Time: 1 minute
  • Duration: 24 hours from the moment this brew is finished
  • Ingredients: 7 different powdered fruits, each having a different color of the rainbow, water or juice.
  • Yields: Up to 1 drink

This drink constantly changes colors and emanates a different scent for each person, but is always perceived as something alluring. Each time a creature drinks this, they choose one ability score. For the duration, the creature takes on the physical appearance and/or behavior that they would have if that score was 10 points higher.

Their newfound confidence grants them a 1d8 bonus to a single ability check that uses the affected ability score.

Coldest Drink


  • Crafting Time: 10 minutes
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: Dried limes and water that has been stored in a bottle kissed by a marid.
  • Yields: Up to 5 drinks

This bluish drink glistens with strange melancholy. Any creature that consumes this bittersweet beverage feels a chill running through their body for the duration, suffering no ill effects from being exposed to harsh hot weather and gaining resistance to the first instance of fire damage they take.

Nullifies the effects of "Warmest Drink".

Goatgin


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: Dry juniper berries, fresh grass or shrub, gin or a neutral spirit, pieces of a goat's hoof or horn, pieces of salt lick, milk or another fluid from a caprine.
  • Yields: Up to 5 drinks

This drink smells deliciously fresh and herbal, maybe slightly sour. A creature that consumes this has their feet turned into hooves, granting them advantage on Strength and Dexterity saving throws made against effects that would knock them prone and are unaffected by rock-based difficult terrain.

Side effects may include an intense urge to consume any objects within line of sight.

Jester's Nectar


  • Crafting Time: 10 minutes
  • Duration: 1 hour from the moment this brew is finished
  • Ingredients: A single tarot card (The Fool), miscellaneous herbs, one strelitzia flower, sugar, water.
  • Yields: Up to 5 drinks

This light blue effervescent brew bubbles uncontrollably when near a bold performance or when a joke is told within earshot of it, almost as if it were laughing by itself. Once within the duration of this brew, when a creature that has consumed this sweet liquid fails a Charisma or Dexterity check made to entertain others, they may re-roll the die and use the new result.

Liquid Courage


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: Alcohol, a red pepper, leaves of stimulant plants, water or more alcohol.
  • Yields: Up to 5 drinks

This concoction burns the throat and warms the soul. It possesses a distinct and intense smell, as well as a peculiar yellowish green appearance. For the duration, a creature that consumes this runny liquid cannot be magically put to sleep, and they may add your Intelligence modifier as a bonus to any saving throw made to end or resist the Frightened condition.

Loner's Wine


  • Crafting Time: 1 minute
  • Duration: 1 hour from the moment this brew is finished
  • Ingredients: A single foxglove flower, a raindrop, miscellaneous herbs, wine.
  • Yields: Up to 1 drink

A creature that drinks this light purple, fragrant wine leaves no footprints and are impossible to track by nonmagical means.

Moon-bathed Ale


  • Crafting Time: 10 minutes
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: A rock that has been exposed to a lunar eclipse, lavender flowers harvested under a full moon, ale.
  • Yields: Up to 1 drink

This foamy drink sparkles on contact with the faintest bit of light. It tastes very mild and refreshing, with subtle floral notes. A creature that drinks this gains darkvision to a range of 30 feet.

Rat's Ambrosia


  • Crafting Time: 10 minutes
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: A piece of ginger, orange peels, sewage, whey.
  • Yields: Up to 5 drinks

This vomit-inducing yellowish brown beverage tastes as awful as it smells. Contrary to common sense, a creature that drinks this becomes immune to all diseases for the duration. Any non-magical diseases affecting the creature are also cured.

Scavenger's Spirit


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: A foraged berry, a coin of any value found on the ground, cheap whiskey, dandelions.
  • Yields: Up to 1 drink

This surprisingly bland brownish gray brew improves the senses and makes one highly aware of what others have left behind. Any objects within 30 feet that were crafted by a humanoid or are of particular importance to any creature are seen with a faint glow around them. Worn or carried objects are unaffected.

Silverwolf Brew


  • Crafting Time: 1 minute
  • Duration: 24 hours from the moment this brew is finished
  • Ingredients: A wolf or lycanthrope's fur or spit, a sprig of wormwood harvested under a full moon, water.
  • Yields: Up to 5 drinks

This beautiful drink looks like pure melted silver and tastes slightly herbal and bitter. A creature that drinks this sees in dim light as if it were bright light.

Snake Oil


  • Crafting Time: 1 minute
  • Duration: 24 hours from the moment this brew is finished
  • Ingredients: A pinch of salt, a cigar smoked to ashes, a small clump of wool, a snake's skin, an apple, earwax, milk, onion peels from a single onion, rare herbs, two cherries, water.
  • Yields: Up to 10 drinks

This elixir was made to satisfy anyone and everyone's needs. It tastes strangely metallic and sweet, and a creature that drinks it gains the following benefits for the duration:

  • Their hair becomes pristine, strong and beautiful or, if they lack hair, beautiful hair of the same color as the creature's natural hair grows over the course of an hour, but begins falling off naturally after the effect wears off.
  • Any minor issues affecting the functioning of a creature's limbs or organs are temporarily cured. For instance, a man with a scarred leg will no longer feel pain in the region, no longer needing a cane to walk.
  • The symptoms of any magical or nonmagical diseases affecting them no longer cause discomfort, and any markings or wounds caused by the disease vanish. The disease is not cured, only masked.
  • Their skin, scales or fur glistens with vigor.

Warmest Drink


  • Crafting Time: 10 minutes
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: Alcohol, a pinch of gunpowder, spices to taste, water or milk.
  • Yields: Up to 5 drinks

This frothy, cinnamon-scented beverage has a nostalgic feel to it. Any creature that consumes this brew feels a comforting warmth for the duration, suffering no ill effects from being exposed to harsh cold weather and gaining resistance to the first instance of cold damage they take.

Nullifies the effects of "Coldest Drink".

Diamondshine

Prerequisites: 5th level Alchemist


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: A sprinkle of diamond dust worth 10 gp, rare herbs, water.
  • Yields: Up to 1 drink

This drink shines enough to blind anyone staring directly at it. It smells like a sunny, windy day on a green hill. A creature that consumes this beverage will emit bright light in a 30-foot radius and dim light for an additional 30 feet and gains resistance to radiant damage. Any magical darkness of a level equal to or lower than half your alchemist level dissipates upon touching the bright light.

Elixir of Synchronicity

Prerequisites: 5th level Alchemist


  • Crafting Time: 1 minute
  • Duration: 1 hour from the moment this brew is finished
  • Ingredients: Lime juice, sugar, two leaves from the same tree that happened to fall at the exact same time, water.
  • Yields: Up to 1 drink

This bubbly drink has a sweet and sour scent. A creature who drinks this feels reality subtly shifted to their favor for the duration. The creature isn't inconvenienced by mundane delays of any sort. Bustling crowds always leave enough of a gap for them to walk where they want to, they're always the first in any waiting line (anyone already waiting in line suddenly leaves to do something else), and they quickly find what they're looking for in a store. The creature can run at full speed through dense crowds and is not affected by difficult terrain of any kind, and attacks of opportunity provoked by the creature's movement are made with disadvantage.

Additionally, the creature has advantage on all ability checks made to drive vehicles of any sort, such as carriages.

Elixir of Fortitude

Prerequisites: 5th level Alchemist


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: A dry leaf, any small part of a deceased vermin, a shard of glass, water.
  • Yields: Up to 1 drink

This drink has a strong and unpleasant metallic taste. A creature that drinks this feels strength from beyond this realm ushering them to keep on fighting. For the duration, when damage reduces the creature to 0 hit points, the creature makes a Constitution saving throw (DC = half the damage taken). On a success, it instead drops to 1 hit point and the effects of this brew end.

Heart Sight Juice

Prerequisites: 5th level Alchemist


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: Anise, a drop of blood from a fey or from a creature with fey ancestry, cinnabar, pomegranate juice.
  • Yields: Up to 1 drink

This blood red concoction is pleasantly sweet but also tastes faintly of iron. A creature that consumes this can magically know the current emotional state of other creatures by touching them, and if the touched target fails a Charisma saving throw against your spell save DC, they also know the creature's alignment. Celestials, fiends, and undead automati- -cally fail the saving throw. Targets are unaware of this effect.

Metalsense Extract

Prerequisites: 5th level Alchemist


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: 1 cp, a rusty piece of iron, a small piece of bismuth, powdered gold, powdered silver, rare herbs, water.
  • Yields: Up to 1 drink

This drink tastes like melted iron. A creature that drinks this can sense the presence of any metals within 30 feet of them, and they can tell which metal it is as long as they know it.

Psychedelic Delight

Prerequisites: 5th level Alchemist


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: Mushrooms, vines with milky sap, water.
  • Yields: Up to 1 drink

This earthy, pungent drink opens a creature's minds to new horizons while instilling them with a strong sense of individualism and wellbeing. For the duration, the creature ignores any Madness effects currently affecting it. The creature's mind also turns alien in its inner workings. If someone attempts to read the creature's thoughts with an effect such as detect thoughts, they must succeed on an Intelligence check against your spell save DC or fail to do so and be unable to peer into the creature's mind for 1 hour.

Sixth Sense Sangria

Prerequisites: 5th level Alchemist


  • Crafting Time: 10 minutes
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: A small black opal, angelica, citrus juice and peels, mugwort, spices to taste, sugar, wine.
  • Yields: Up to 1 drink

This pitch black drink smells fresh, light, fruity, and reinvigorating. A tiny reusable opal sits at the bottom of this vial, cup, or bottle. A creature that consumes this delicious treat has their intuition enhanced, feeling a slight prickling sensation whenever another creature within 60 feet looks directly at them, or when they are being watched through magical sensors, such as the clairvoyance spell. It's impossible to tell a creature's intentions or direction. When consuming this brew, any number of creatures within line of sight can be designated to not trigger its effects.

Strider's Cider

Prerequisites: 11th level Alchemist


  • Crafting Time: 1 minute
  • Duration: 8 hours from the moment this brew is finished
  • Ingredients: A worn boot, dry leaves and twigs, miscellaneous herbs, water, wild berries.
  • Yields: Up to 1 drink

This rough-looking brownish brew smells like herbs and freshly wet dirt on a rainy day. It has a misleadingly dull appearance, but its energizing effects are undeniably potent.

A creature that drinks this brew benefits from the effects of the jump and longstrider spells for the duration.

Zest of the Possessed

Prerequisites: 11th level Alchemist


  • Crafting Time: 10 minutes
  • Duration: 24 hours from the moment this brew is finished
  • Ingredients: A black pearl, graveyard dirt, lemon zest, rare herbs worth 25 gp, water or blood.
  • Yields: Up to 1 drink

This transparent concoction is thick, sticky, and ethereal-looking. A faint hum can be heard if one puts their ear right next to the liquid.

A creature that consumes this brew can see into the ethereal plane and gains 10 feet of blindsight. Additionally, they can hear faint whispers when within 500 feet of a humanoid corpse. Once within the duration of this brew, the creature can activate one of the following effects:

  • Cast Speak with Dead at its base level requiring no components.
  • Enter the ethereal plane, then return to the exact spot they were in their original plane after 10 minutes have passed.

Items

Alchemist's Bag

Adventuring gear, 30 lbs

This wonderful bag is packed to the brim with all the materials an alchemist might need in a pinch and serves as a replacement for any and all non-costly material components that their potions, brews, and Minor Wonders might call for. This bag typically runs for 20 gold, and an alchemist is expected to periodically replenish it with foraged ingredients and scraps found in the battlefield.

Colorfire Starter

Adventuring gear, 0.5 lbs

A myriad of substances can be ground into a powder and chucked at a bonfire to change the colors of the flames. With 4 sp worth of materials and alchemist's supplies in hands, you can make a powder capable of turning a campfire's fire blue, green, purple, white, or an even brighter orange for up to 8 hours. Different colors are possible with some experimentation.

Invisible Ink

Adventuring gear

This 1-ounce bottle of ink starts out tar-like in color, but all writing made using it vanishes in a few minutes. The maker of the ink determines the conditions that will turn the ink visible again, which can be (but are not limited to):

  • The ink being wet.
  • The ink being exposed to a specific kind of light (such as that from the light cantrip).
  • The ink being within a certain temperature range.

Such inks are rare and so are those able to craft them. A single bottle typically runs for 50 gp.

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Create Bonfire
  • Enthalpy*
  • Fire Bolt
  • Frostbite
  • Green-Flame Blade
  • Guidance
  • Light
  • Magic Stone
  • Mending
  • Mold Earth
  • Poison Spray
  • Ray of Frost
  • Sapping Sting
  • Shape Water
  • Shocking Grasp
  • Thunderclap
1st Level
  • Animal Friendship
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Entangle
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Fog Cloud
  • Gift of Alacrity
  • Grease
  • Ice Knife
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Purify Food and Drink
  • Protection from Evil and Good
  • Ray of Sickness
  • Sleep
  • Speak with Animals
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • True Alchemist's Fire*
  • Thunderwave
  • Volatile Substance*
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Arcane Lock
  • Barkskin
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Calm Emotions
  • Continual Flame
  • Darkness
  • Darkvision
  • Dragon's Breath
  • Enhance Ability
  • Enlarge/Reduce
  • Fortune's Favor
  • Gentle Repose
  • Heat Metal
  • Hold Person
  • Immovable Object
  • Invisibility
  • Kinetic Jaunt
  • Knock
  • Lesser Restoration
  • Levitate
  • Magic Mouth
  • Magic Weapon
  • Melf's Acid Arrow
  • Nystul's Magic Aura
  • Pill of Wondrous Agility*
  • Protection from Poison
  • Pyrotechnics
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Spider Climb
  • Spike Growth
3rd Level
  • Animate Dead
  • Ashardalon's Stride
  • Catnap
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Intellect Fortress
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Sleet Storm
  • Stinking Cloud
  • Tiny Servant
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Blight
  • Charm Monster
  • Confusion
  • Death Ward
  • Elemental Bane
  • Fabricate
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Ice Storm
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Vitality Infusion*
5th Level
  • Awaken
  • Cloudkill
  • Creation
  • Conjure Elemental
  • Contagion
  • Greater Restoration
  • Hold Monster
  • Immolation
  • Legend Lore
  • Raise Dead
  • Reincarnate
  • Skill Empowerment
  • Synaptic Static
  • Transmute Rock
6th Level
  • Circle of Death
  • Create Homunculus
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Harm
  • Heal
  • Heroes' Feast
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Otiluke's Freezing Sphere
  • Primordial Ward
  • Tasha's Otherworldly Guise
  • True Seeing
7th Level
  • Create Magen
  • Draconic Transformation
  • Etherealness
  • Finger of Death
  • Regenerate
  • Resurrection
  • Sequester
  • Simulacrum
  • Symbol
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antipathy/Sympathy
  • Clone
  • Feeblemind
  • Glibness
  • Incendiary Cloud
  • Maddening Darkness
  • Mind Blank
9th Level
  • Foresight
  • Invulnerability
  • Panacea*
  • Power Word Heal
  • Shapechange
  • True Polymorph

New Spells

Enthalpy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

By waving your hand and pointing at a substance within range, you can make quick changes to the pressure, energy and temperature of it and its surroundings, changing its current state. You can turn up to 1 pint of liquid into a different state, such as water into ice or mercury into vapor.

Alternatively, you may change the substance's temperature so it's on the edge of changing states, such as making a cup of water instantly boiling hot or freezing cold.

True Alchemist's Fire

1st-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (dangerous chemicals, flammable oil, one glass vial worth at least 1 cp that is consumed by the spell)
  • Duration: 1 minute

You make a sticky, adhesive fluid that ignites when exposed to air, similar to the famous alchemist's fire that is readily available for purchase in many shops, but enhanced with your arcane magic or higher quality ingredients. As an action, you can throw this flask at a creature or object within range, making a ranged spell attack. On a hit, the target takes 2d4 fire damage on impact and 1d4 fire damage again at the start of each of its turns. A creature can use its action to make a Dexterity saving throw, extinguishing the flames on itself or on an adjacent ally and ending the spell on a success.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage on impact increases by 2d4 per slot level above 1.

Volatile Substance

1st-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (delicate chemicals prone to combusting)
  • Duration: instantaneous

You toss a vial of highly volatile chemical substances enhanced with magic, which detonates in a point within range, causing it to explode and forcing each creature in a 5-foot-radius sphere centered on that point to make a Dexterity saving throw. On a failed save, a target takes 2d8 fire damage and is knocked prone if they are Medium or smaller, or take half as much damage and no further effects on a successful one.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, the area changes to a 10-foot-radius sphere.

Pill of Wondrous Agility

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a plethora of herbs)
  • Duration: 24 hours

You fuse the ingredients and shape them into 4 pills that retain their effects for the duration. A creature can take a pill in their turn, no action required, giving them a sudden burst of energy, increasing their movement speed by 20 feet until the start of their next turn.

A creature can take multiple pills to a maximum per turn equal to their Constitution modifier (minimum 1). If a creature exceeds that number, they take 1d4 poison damage for each pill taken beyond their limit and must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of the round.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the movement speed increases by 5 feet for each slot level above 2.

Vitality Infusion

4th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (fruits and herbs used for medicinal tea)
  • Duration: 1 hour

By consuming this sickly sweet potion, a creature regains 4d4+4 hit points and gains the same amount of temporary hit points that last for the duration. Additionally, their hit point maximum cannot be reduced, and any effects currently reducing their hit point maximum are ended.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the healing and temporary hit points increase by 1d4+1 per slot level above 4th.

Panacea

9th-level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a drop of wyvern poison, one leaf from the world's rarest herb, and miscellaneous ingredients worth 750 gp, all consumed by the spell)
  • Duration: Instantaneous

A creature that consumes this potion is cured of all magical and nonmagical poisons, curses, and diseases affecting it, and it removes all levels of exhaustion and cures any petrification. They are also restored to their full hit points.

The creature can also choose to regain youth, having their age reduced by 1d4 years, to a minimum of 13 years.

If the Panacea is administered to a creature that has died within the last 24 hours, the creature is brought back to life and immediately benefits from the other effects of this brew.

Artwork Credits

Cover: Fragged Kingdom: Kaltoran Alchemist, by clonerh on Deviantart

Pg 2: The Alchemist, by u/KibblesTasty on Reddit

Pg 3: Runaway Alchemist, by Aurore Folny on ArtStation

Pg 4: Apothecary, by Chris Cole on fineartamerica

Pg 5: Blindeye Apothecary, by Aleksandra Wojtas on ArtStation

Pg 7: The Alchemist, by Grafit-Art on Deviantart Mad Scietist, by BryanSyme on Deviantart

Pg 8: Madcap Experiment, by Joseph Meehan on ArtStation.

Pg 9: Mad Scietist, by BryanSyme on Deviantart

Pg 11: Mad Alchemist, by Tobias Rhein on https://www.tobias-rhein.de/mad-alchemist/

Pg 12: Thergan the alchemist, by AnthonyLM on CGSociety

Pg 15: Potion 3D Prop, by Abyss Santos on ArtStation

Pg 16: Antidote, by AlexanderKorolev on Deviantart

Pg 19: Healing Potion, by Tung Do Thanh on ArtStation

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.