Base Class: Artificer
You use the power of alchemy to enhance your body and mind, creating a volatile concoction of chemicals that allow you to be prepared for almost any situation.
Volatile Alchemy
At level 3, a mad alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score. It’s a bonus action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 to AC and a +4 to the selected ability score for 10 minutes per artificer level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his strength, it applies a penalty to his intelligence. If it enhances his dexterity, it applies a penalty to his wisdom. If it enhances his constitution, it applies a penalty to his charisma.
Alternatively, the alchemist can instead brew a Cognatogen, designed to enhance mental stats rather than physical stats. Once a Cognatogen is consumed, it does as the ability says above, but reversed. (+4 to int, -2 to strength, etc.)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires an attack action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet. Bombs are considered weapons and can be selected using feats. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the artificers Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points for every even level in this class.
Alchemical Discoveries
At 5nd level, and then again every 2 levels thereafter (up to 19th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Acid Bomb
When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Alchemical Simulacrum
The alchemist gains the ability to create a lesser simulacrum. This works like the simulacrum spell, except it costs 200 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. The created simulacrum is a creature, not a supernatural effect.
Alchemical Zombie
The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. The created zombie is a creature, not a supernatural effect.
Alter Simulacrum
Requirements: lvl 10, alchemical simulacrum discovery
Benefit: The alchemist gains the ability to alter the physical appearance of any alchemical simulacrum he creates. This functions as the alter self spell. This process requires careful application, taking 10 minutes to complete and alchemical components worth 50 gp. The simulacrum cannot move and is considered helpless while being altered in this manner.
Anarchic Bombs
When the alchemist creates a bomb, he can choose to have it deal radiant damage. Evil creatures that take a direct hit from an anarchic bomb must succeed at a con save or be stunned on their next turn. Against good creatures, anarchic bombs deal half damage, and such targets are not affected by their stunning effect. Anarchic bombs have no effect on neutral creatures.
Axiomatic Bombs *
When the alchemist creates a bomb, he can choose to have it deal necrotic damage. Good creatures that take a direct hit from an axiomatic bomb must succeed at a con save or be stunned on their next turn. Against neutral creatures, axiomatic bombs deal half damage, and such targets are not affected by their stunning effect. Axiomatic bombs have no effect on evil creatures.
Bitter Pill
The alchemist becomes bitter in flavor. Any creature that hits the bitter alchemist with a bite attack gains the poisoned condition for 1 round unless it succeeds at a con save (DC = 10 + half the alchemist’s level + the alchemist’s Constitution modifier). Any creature that swallows the alchemist whole gains the poisoned condition for 1 round unless it succeeds at a con save (same DC as above). If the alchemist is trapped in the creature’s gullet and it becomes poisoned, the creature vomits him back out immediately as a free action at the start of the creature’s turn; the alchemist lands prone adjacent to the creature.
Blending Body
Benefit: The color of the alchemist’s skin better absorbs light, letting him remain better hidden in darkness. When in dim light, the alchemist has light cover, while in darkness, this bonus increases to half cover.
Blinding Bomb *
When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a con save. Creatures in the splash area that fail their saves against the bomb are stunned for 1 round.
Boneshard Bomb *
Prerequisite(s) Must possess the alchemical zombie discovery
The alchemist’s bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a con save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. Skeletons that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control.
Bottled Assistant
Requirement: lvl 8
Benefit: The alchemist learns to create an alchemical assistant to aid him on routine tasks of alchemy and medicine. Creating a bottled assistant takes 10 minutes, and the alchemist can only have one bottled assistant created or in use at a time. At any point as an action, he may pour out the contents of the bottle into an open space to grow his bottled assistant nearly instantly; this functions as an altered version of the unseen servant spell, using the alchemist’s level as his caster level. In addition to its normal abilities, the assistant gives the alchemist a +2 on medicine checks and gives advantage while it's active. It can identify the properties of a magical potion using arcana as the alchemist can, and can create alchemical items using its skills (though it must be given materials). It is treated as having proficiency in alchemist and brewers tools in order to help the alchemist create potions, but it cannot make use of the Brew Potion feat on its own to make potions.
Bottled Ooze
The alchemist has learned how to preserve a sample of oozes in a sealed bottle, which he can prepare for use as an extract. When the alchemist activates the extract, he actually throws the bottle at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under the alchemist’s control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per caster level, and decays into powder when the duration expires. If the alchemist has the infusion discovery, another character can use the infused specimen. Creating a bottled ooze requires a spell slot with a level equal to the ooze’s CR (so a CR 4 gray ooze requires a 4th-level slot).
Breath Weapon Bomb
Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a dex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.
Celestial Poisons
The alchemist is able to infuse poisons with celestial power so they can affect evil creatures that are normally immune to poison. Any poison the alchemist administers to a weapon can affect undead and evil fiends, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison.
Chameleon
An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Collective Memory
While under the effects of a cognatogen, the alchemist adds half his class level on all Knowledge skill checks and may attempt all Knowledge skill checks untrained.
Combine Extracts
When the alchemist creates an extract using spells, he can place two spells into one extract. When the extract is consumed, both formulae take effect. This extract has a level one levels higher than the highest-level formulae placed in the extract.
Compounding Formulary
Requirements: lvl 4
You can create alchemical items in powdered rather than liquid form if desired, though powdered acid, alchemist’s fire, antitoxin, and the like follow the same rules as alchemical liquids.
In addition, you can infuse powders and liquids together into a variety of stable magical compounds, from chemicals to cosmetics, creating magical dusts, elixirs, glues, ointments, pigments, powders, salves, soaps, solvents, unguents, and similar substances.
Concussive Bomb *
When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a con save.
Confusion Bomb
The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).
Constructive Dyes
Requirements: lvl 8, divine inks discovery
The alchemist’s dyes congeal and solidify, allowing him to make physical objects from them. The alchemist can expend two uses of his daily bombs to create a non-magical object, as by the fabricate spell using his alchemist level as the spell’s caster level.
Constructive Dyes, Greater
Requirements: lvl 10, Constructive Dyes discovery, divine inks Discovery
The alchemist expands the set of objects he can create with his constructive dyes. The alchemist can expend one additional use of his daily bombs when using his constructive dyes discovery to create objects, as by the spell creation.
Cursed Bomb
When an alchemist creates a bomb, he can choose to have it deliver a debilitating curse. A creature that takes a direct hit from a cursed bomb must succeed at a Wisdom save or be affected by bestow curse.
Cytillesh Bomb
When the alchemist creates a bomb, he can infuse it with cytillesh extract. Cytillesh bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a cytillesh bomb are poisoned for 1 round per alchemist level unless they succeed at con saves. If a creature is rendered unconscious from this bomb or any other attack before it is able to remove the poisoned condition, the victim loses all memory from the last hour and cannot form new memories for 8 hours.
The lost and prevented memories might return later as dreams, and can be restored with a restoration spell. This discovery doesn’t stack with other discoveries that alter an alchemist’s bomb.
Darkness Bomb
When the alchemist creates a bomb, he can choose to have it suppress light sources on the target. This extinguishes non-magical light sources carried by the target and dispels magical light sources for 1 round/level as magical darkness.
Defoliant Bomb
These poisonous bombs clear away foliage, dealing extra damage to plant creatures. When the alchemist creates a bomb, he can choose to have it deal extra damage against plant creatures but less damage against other creatures. Against creatures with the plant type, a defoliant bomb deals 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level the alchemist possesses, instead of 1d6. Against all other creatures, the defoliant bomb only deals 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. This is a poison effect. A defoliant bomb kills all normal vegetation in the target’s square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain.
Delayed Bomb
The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage (see Throw Splash Weapon) to all adjacent creatures as normal. An alchemist cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful sleight of hand check (DC equals 10 + the alchemist’s level + the alchemist’s Intelligence modifier).
Demolition Charge
When the alchemist creates a bomb, he can choose to have it deal damage to an object intended to damage equipment and structures. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage.
Dilution
Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion’s market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens.
Directed Bombs
The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can’t be combined with the explosive bomb discovery.
Dispelling Bomb
When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist’s level as the caster level. This cannot be used to target a specific spell effect.
Divine Inks
The alchemist expands the set of objects he can create with his constructive dyes. The alchemist can expend one additional use of his daily bombs when using his constructive dyes discovery to create objects, as the creation spell, using his alchemist level as the spell’s caster level. The image he creates remains for a number of minutes equal to his alchemist level. He can dismiss this image as a bonus action
Divine Inks, Greater
Requirements: lvl 6, improved divine inks discovery, divine inks discovery
The alchemist’s unique dyes allow him to create lifelike images. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces sound, smell, and heat, as major image.
Divine Inks, Improved
Requirements: lvl 4, divine inks discovery
The alchemist’s unique dyes allow him to create images accompanied by sound. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces minor sounds, as an improved version of the silent image spell.
Doppelganger Simulacrum
Prerequisite: Alchemist 10, alchemical simulacrum discovery
Benefit: The alchemist learns how to create a simulacrum, a soulless duplicate of his body, into which he can project his consciousness. As a full-round action, he may shift his consciousness from his current body to any one of his available doppelganger simulacra, which must be on the same plane as the alchemist. If killed in a simulacrum, he transfers to his own body automatically; if killed in his own body, he is dead. Unused simulacra (including his abandoned original body) appear to be lifeless corpses, though they do not decay. Creating a duplicate costs 1,000 gp in alchemical materials and requires 1 week to grow. The created simulacrum is a creature, not a supernatural effect.
Ectoplasmic Bombs
The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire.
Effectual Invisibility
Requirements: lvl 4
Whenever you use a potion, spell, or item to create an invisibility effect, you use your alchemist level as your caster level rather than the actual caster level of the item.
Elemental Mutagen
The alchemist chooses an element (thunder, poison, fire, or cold). Whenever the alchemist imbibes a mutagen, he reduces damage of the chosen type by 5 and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the alchemist possesses: grand mutagen, greater mutagen, and true mutagen.
An alchemist can select this discovery up to four times, but must choose a different element each time. An alchemist can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen.
Elixir of Life
Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.
Enhance Potion
A number of times per day equal to his Intelligence modifier, the alchemist can cause any spell he casts to be upcast at a caster level equal to half his class level -1
Eternal Potion
Requirements: lvl 16, extend potion discovery
If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent. This requires alchemical materials with a gold cost equal to double the potions market cost.
Explosive Bomb
The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Explosive Calligraphy
Requirements: lvl 6
The alchemist can create especially volatile pigments that detonate when agitated. This requires expending one daily use of his bombs, but otherwise functions as a glyph of warding, except that it deals damage as one of the alchemist’s bombs. The alchemist can expend an additional daily use of his bombs to apply one discovery that applies to his bombs, such as acid bomb or dispelling bomb, to the runes created with this discovery.
Explosive Missle
As an action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
Fast Bombs
An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can throw another bomb as a bonus action.
Feral Mutagen
Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Flesh Eating Bomb
Your bomb deals damage one die step higher than normal (regular bombs deal d8s, concussive bombs deal 1d6, and so on), but they have no effect on inorganic matter. In addition, a creature with at least a +1 armor bonus to AC is less likely to be harmed; such creatures in the bomb’s splash radius take no damage on a successful dex save, and the target of a direct hit can attempt a dex save against the bomb’s save DC to take only half damage.
Force Bomb
When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a dex save.
Frost Bomb *
When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are stunned on their next turn unless they succeed on a con save.
Glassfoot Bomb
When the alchemist creates a bomb, he can choose to have it cover the ground in volatile jagged crystals in addition to its normal effects. These crystals act like caltrops, evaporating into a smelly but harmless gas in 2d6 rounds.
Glimmering Infusion
Requirements: infusion discovery
The alchemist can expend any prepared extract to produce a cube of glowing motes that act as per dancing lights. The area must be adjacent to the alchemist and covers one 5-foot square per level of extract sacrificed, and the effect’s save DC is calculated using the level of the sacrificed extract.
Grand Cognatogen
Requirements: Lvl 16, greater Cognatogen discovery
Benefit: The alchemist’s cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends
Grand Inspiring Cognatogen
Requirements: lvl 16, greater inspiring Cognatogen discovery
The alchemist’s inspiring cognatogen now grants a +4 dodge bonus to AC and a +4 bonus to dex saving throws; and a –6 penalty to Strength and Constitution
Grand Mutagen
Requirements: lvl 16, greater mutagen discovery
The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.
Grease Bomb
When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the dex save to avoid falling is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor.
Greater Alchemical Simulacrum
Requirements: lvl 14, alchemical simulacrum discovery
Benefit: The alchemist gains the ability to create a simulacrum. This works like the simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. The created simulacrum is a creature, not a supernatural effect.
Greater Cognatogen
Requirements: lvl 12
Benefit: The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends. This ability damage can either be restored with greater restoration or after the next long rest.
Greater inspiring Cognatogen
Requirements: lvl 12
The alchemist’s inspiring cognatogen now grants a +2 dodge bonus to AC and a +2 bonus to dex saving throws; a –4 penalty to Strength and Constitution
Greater Mutagen
Requirements: lvl 12
Benefit: The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists.
Grounding Goo
The alchemist’s bomb applies a sticky residue after any damage from the bomb is resolved. If a creature damaged by the bomb has a non-magical fly speed, its flight is severely impaired, and it must make a dexterity save or fall to the ground,.taking no fall damage.
Healing Bomb *
When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.
Healing touch
Requirements: lvl 6, spontaneous Healing discovery
Benefit: The alchemist gains the ability to heal other creatures. As an action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist’s daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist.
Immolation Bomb
When the alchemist creates a bomb, he can choose to have its substance coat the direct target’s body, causing the bomb to deal its damage over time instead of all at once. The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist’s Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist’s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist’s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a dex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.
Infuse Mutagen
Benefit: When the alchemist creates a mutagen he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen (damage to intelligence is restored via greater restoration or over the next long rest). This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.
Infusion
Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Inspiring Cognatogen
Benefit(s): An alchemist with this discovery learns how to make an inspiring cognatogen, a mutagen-like mixture that grants him inspiration (as the investigator’s class feature) at the expense of Strength and Constitution.
Upon drinking the inspiring cognatogen, the alchemist gains a pool of inspiration equal to 1/2 his alchemist level + his Intelligence modifier (minimum 1). He also gains a +2 dodge bonus to AC and takes a –2 penalty to both Strength and Constitution. As a free action, the alchemist can add 1d6 to the result of an ability or skill check (including any he takes 10 or 20 on) by expending one use of inspiration except that the alchemist gains the pool of inspiration upon drinking the inspiring cognatogen, and any unspent inspiration is lost at the end of the cognatogen’s duration. If the alchemist already has access to inspiration, the inspiration added by the inspiring cognatogen is added to his inspiration pool, but each time he expends at least one use of inspiration while this ability is active, he must succeed at a DC 20 Wis saving throw or become stunned for 1 round. He cannot use inspiration to augment this saving throw.
Intuitive Understanding
If the alchemist casts a spell of the divination school while under the effects of a cognatogen, the spell is treated as if it were 2 levels higher. In addition, while under the effects of a cognatogen, the alchemist may use augury once as a spell-like ability (caster level equal to his alchemist level). At 10th level, he can use divination instead.
Keen Sight
Benefit: The alchemist makes alterations to his senses to greatly improve his visual perception. The alchemist gains low-light vision and darkvision 60 feet. If the alchemist already has darkvision, its range is increased by 30 feet instead.
Lingering Plague
Any creature that must make a save against a disease caused by the alchemist’s extract or other class ability must make a second save 1 round later to avoid doubling the duration of the disease effect. If the disease doesn’t have a duration, this discovery increases the effects frequency.
Lingering Spirit
Requirements: lvl 4
Benefit: The alchemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. He adds his intelligence modifer to death saving throws.
Madness Bomb
The alchemist’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.
Malignant Poison
As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 rounds. (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison’s extended duration ends or for a number of minutes equal to the alchemist’s level, whichever comes first. After that, the poison reverts back to its original state.
Mummification
Prerequisite: Alchemist 10, preserve organs discovery
Benefit: The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.
Neutralizing Bomb
When the alchemist creates a bomb, he can choose to give it the potential to end certain ongoing effects instead of dealing damage. Each creature in the splash radius can attempt a new saving throw against any poison afflicting it and any ongoing conditions or ongoing acid, cold, lightning, fire, or thunder damage. (If an effect did not allow a saving throw, this bomb doesn’t allow affected creatures to attempt one.) Success counts as one successful save toward ending poison and immediately ends other conditions. Exposed poison in the splash radius is also rendered harmless. A creature with poison abilities that is directly struck by the bomb finds those abilities useless for 1d4 rounds unless it succeeds at a Fortitude saving throw. This discovery doesn’t stack with any other that modifies bombs.
Parasitic Twin
Requirements: Vestigial Arm discovery x2
Benefit: The alchemist’s vestigial arms are part of a parasitic twin on his torso, consisting of a head, a torso, and two arms (from the vestigial arm discovery). Normally, the twin is mostly recessed within the alchemist’s body, with the visible arms acting like the vestigial arm discovery, though the alchemist can manifest or hide the twin as a standard action. The twin is helpless, fully subservient to the alchemist, and cannot be targeted or harmed. Once per day, if the alchemist succumbs to a mental effect that would make him unconscious, helpless, or not in control of his own actions (such as charm person, feeblemind, or hold person), he can reroll his saving throw; success means the twin absorbs the effect and the alchemist can ignore it. Using this ability poisons the alchemist for the duration of the absorbed effect (removing the effect from the twin ends the poisoned condition), and he cannot use the twin’s arms during that time, though passive effects (such as from rings worn on the vestigial arm) continue normally.
Perfect Sight
Requirements: lvl 12, keen Sight discovery
Phantom Limb
The alchemist can manifest a ghostly, incorporeal arm that juts out from his torso. This phantom limb does not grant the alchemist any extra attacks or actions per round, and it cannot hold or grab anything (including incorporeal objects). The alchemist may use his phantom limb to make a touch attack against a foe as a standard action, scraping away at the very fibers of the victim’s soul. This attack deals 1d4 points of damage per alchemist level (Fortitude half ). Creatures that are immune to incorporeal attacks are immune to this damage, but otherwise the damage bypasses all forms of damage reduction except DR/epic. The alchemist may suppress or activate this ability as a free action, and can use his phantom limb for a number of rounds per day equal to 3 + his Intelligence modifier (these rounds need not be consecutive).
Pheremones
Benefit(s) The alchemist exudes an imperceptible scent that grants him a permanent +3 bonus on Persuasion, Deception, and Intimidate checks.
Pickled Quasit
The alchemist has learned how to seal a quasit in a bottle, which he can prepare for use as an extract.
When the alchemist activates the extract, he throws the bottle at a square within 30 feet, releasing the quasit. The quasit is not under the alchemist’s control, but is otherwise treated as a summoned creature. The quasit remains for 1 round per caster level, then collapses into its associated elements. If the alchemist has the infusion discovery, another character can use the infused specimen. Creating a pickled quasit requires a 4th-level spell slot.
Poison Conversion
By spending 1 minute, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab.
Precise Bombs
Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Preserve Organs
The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Promethean Disciple
Requirements: Lvl 6
Benefit: An alchemist with this discovery learns how to craft constructs by way of alchemical research rather than arcane magic. You can create a homunculus as if by the spell create homunculus through different means. Rather than reducing your hit dice by the number of hit dice the homunculus gains as per the spells description, you can instead pay 300gp per hit dice of the homunculus and its hit dice cannot exceed your own. This homunculus otherwise functions as per the spells description but is able to complete mundane tasks on your behalf.
Psychoactive Bomb
Psychoactive bombs are mixed with neurotoxic extracts that heighten certain sensations.
A creature struck by a psychoactive bomb takes a –1 penalty on saving throws against charm, emotion, fear, and pain effects, and the DC for Intimidate checks against the victim decreases by 2. This effect lasts for 1 hour per alchemist level. These penalties do not stack, and a creature can only be affected by a single psychoactive bomb at a time. A psychoactive bomb deals 1d6 fewer hit points of damage than normal. An alchemist must be at least 6th level before selecting this discovery
Psychokinetic Arm
Once per day, the alchemist can concoct a foul-tasting tincture that harnesses the power of the spirit. By drinking this tincture as a standard action, the alchemist can invite the latent spirits in the area to surround him. The alchemist can channel one spirit for every 4 alchemist levels he possesses. Each spirit channeled this way grants the alchemist a +1 deflection bonus to AC as the spirits whirl around his body. As an action, the alchemist can launch one of these spirits toward a target as a ranged touch attack. Launching a spirit this way reduces this discovery’s deflection bonus to AC by 1. As a launched spirit passes through its target’s body, it emits a terrible wail heard only in the target’s mind, causing the target to become frightened for 1 round per alchemist level (Wis negates). This is a mind-affecting fear effect. A creature that successfully saves against the wail cannot be affected by this discovery again for 24 hours. The spirits whirl around the alchemist’s body for 10 minutes per alchemist level, or until the alchemist has launched all of the spirits.
Psychokinetic Tincture
Requirements: lvl 4
Benefit(s) Once per day, the alchemist can concoct a foul-tasting tincture that harnesses the power of the spirit. By drinking this tincture as an action, the alchemist can invite the latent spirits in the area to surround him. The alchemist can channel one spirit for every 4 alchemist levels he possesses. Each spirit channeled this way grants the alchemist a +1 deflection bonus to AC as the spirits whirl around his body. As an action, the alchemist can launch one of these spirits toward a target as a ranged touch attack. Launching a spirit this way reduces this discovery’s deflection bonus to AC by 1. As a launched spirit passes through its target’s body, it emits a terrible wail heard only in the target’s mind, causing the target to become frightened for 1 round per alchemist level (Wis negates). This is a mind-affecting fear effect. A creature that successfully saves against the wail cannot be affected by this discovery again for 24 hours. The spirits whirl around the alchemist’s body for 10 minutes per alchemist level, or until the alchemist has launched all of the spirits.
Purging Mutagen
The alchemist’s mutagen combines ipecac and other purgative components. A non-alchemist who consumes the mutagen is poisoned for only 1 round, during which time her body rapidly metabolizes or expels all extant toxins, granting her an immediate second saving throw against each ongoing disease and poison currently affecting her.. Any failed saving throws do not result in additional damage or other effects. A non-alchemist who consumes a second purging mutagen in a 24-hour period is instead poisoned for 1 hour. When an alchemist drinks the mutagen, he can choose whether or not to also be affected by this discovery in addition to the mutagen’s other effects.
Rag Doll Mutagen
Benefit: When the alchemist imbibes a mutagen, his body and bones become rubbery and easy to contort. The alchemist gains a bonus equal to his class level on grapple checks, can squeeze through places as if he were one size category smaller, and can make a dex save (DC equal to 15 + 1 for every 10 feet fallen) to take half damage from falling.
At 10th level, all falling damage is considered nonlethal damage, and the alchemist can squeeze through places as if he were two size categories smaller than his size while under the effects of this mutagen.
Sandstone Solution
As a full-round action, the alchemist can convert any potion or extract into a solution that, when thrown or applied, solidifies sand or dirt to the hardness of stone for 1 hour, affecting an area with a radius of 10 feet × the level of the potion or extract. If this solution is thrown at or applied to stone, it instead causes a 5-foot cube of stone to become crumbly and soft for 1 minute, reducing its hardness by double the level of the potion or extract.
Shock Bomb
When the alchemist creates a bomb, he can choose to have it inflict lightning damage. Creatures that take a direct hit from a shock bomb are stunned for 1d4 rounds unless they succeed on a con save.
Solid Ground
Benefit(s) The alchemist launches an explosive paste bomb that bonds with any earthen surface. Each application of this paste deals no damage and affects a 5-foot-cube of dirt, loose soil, or stone, transmuting the earth for a number of minutes equal to the alchemist’s level. Creatures cannot use burrow, earthglide, or similar abilities (such as the meld into stone spell) while the ground remains transmuted in this way.
Spell Knowledge
Benefit(s) Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level spell known. Preparing the spell uses up a spell slot 1 level higher than the spell’s level. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You’re considered to have this spell on your spell list for purposes of prerequisites, spell completion items, and spell trigger items.
You may select this discovery more than once. Each time, it grants you access to another spell from the sorcerer/wizard spell list.
Spontaneous Healing
The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Sticky Bomb
The effects of the alchemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
Syringe Stirge
As a full-round action, you can expend two daily uses of bombs to create a syringe stirge, a tiny construct primed with a bomb (if you have multiple types of bombs, you must select which type the syringe stirge carries when created). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a swift action, you can order one of your syringe stirges to attack an enemy it can see. Once ordered to attack that enemy, the syringe stirge will continue to attack every round, attempting to attach and deliver its payload
A syringe stirge has all of the statistics of a stirge but lacks the blood drain ability.
Tainted Infusion
Requirements: delayed bomb discovery, infusion discovery
Benefit: The alchemist can mask murder behind beneficence. When preparing an extract with the infusion discovery, he can lace the extract with one of his bombs as long as the extract has a duration greater than instantaneous. If he chooses, the alchemist can reduce the duration of the extract to 1 round. As soon as the extract’s duration expires, it detonates, dealing double the alchemist’s bomb damage to the drinker. This effect does not produce a splash radius. Producing a tainted extract consumes both an spell slot and a daily bomb use.
Tanglefoot Bomb
A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be restrained and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are restrained but not glued to the floor; those who make this save are not entangled at all.
Tentacle
The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Thorny Bomb
When the alchemist creates a bomb, he can choose to have it deal piercing damage. Thorny bombs count as magic weapons for the purpose of overcoming damage reduction.
Transparency Mutagen
Requirements: lvl 10
When you imbibe a mutagen, you become invisible. This invisibility lasts for the duration of the mutagen. The invisibility effect is broken (as normal) if making an attack, but other effects of the mutagen continue for their normal duration. In addition, you can resume invisibility by concentrating for 1 full round.
True Invisibility
Requirements: lvl 14
When you create an extract or mutagen that provides invisibility, the target of that extract or mutagen is also protected against all devices and spells that gather information about the target through divination magic (such as detect magic, locate creature, scrying, and see invisibility) for as long as the invisibility effect lasts.
Tumor Familiar
Benefit: The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As an action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as an action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor heals 5hp at the start of the alchemists turn. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
Vestigial Arm
The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
Volumizer
Benefit(s) The alchemist can use an spell slot of any level to create a reactive tablet that purifies water and doubles its volume. This works like purify food and drink for a maximum volume of water equal to 1 gallon for each level the alchemist has × the level of the spell slot the alchemist used to create the tablet. Additionally, if the alchemist has a receptacle of sufficient volume to gather the water, the tablet doubles the volume of pure water. The water volume increases over the course of 1 minute, but the effect stops before it can create significant water pressure on a container that’s not large enough to hold the entire volume. An unused tablet remains usable until the next time the alchemist recovers spell slots.
Wings
The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Special: An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability.
Homunculus Servant
Starting at 9th level, you gain the ability to use your alchemy to brew potions and alter your homunculus Servant in various ways. Effectively adapting your servant to suit your needs. During a long rest, you can either choose to alter your homunculus Servant or brew potions using spells that you have. For brewing potions you can finish 1 potion per hour if their gold piece value is less than 250gp. If the potions cost exceeds that amount, it takes one day of work for every 1000gp in it's cost. You can use these potions to enhance your homunculus for future endeavors. Using 10 potions of the same type and spell, you can give your homunculus Servant the ability to cast that one spell used in the potion once per day as a spell like ability. All the potions required for this feature are consumed for this process. This ability can be used for the same spell more than once, allowing additional uses of that spell per day.
Grand Discovery
At 15th level the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
Awakened Intellect
The alchemist’s constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.
Eternal Youth
The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time.
Fast Healing
The alchemist’s flesh responds to damage with shocking speed—he gains a healing factor of 5hp every minute.
Philosophers Stone
The alchemist learns how to create a philosopher’s stone, and can do so once per month at no cost. Creating a philosopher’s stone takes 1 day of work.
Philosophers Stone:
This rare substance appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone’s heart. This cavity is lined with a magical type of quicksilver that enables any character proficient with an alchemists kit to transmute base metals (iron and lead) into silver and gold. A single philosopher’s stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp). However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.
The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is sprinkled upon.
Poisonous Touch
The alchemist gains a poisonous touch, after making a successful spell touch attack, the target must make a constitution saving throw against your DC or reduce their con score by 1d3 until the end of their next long rest. He can suppress or activate this ability as a free action. The physical appearance of how the alchemist generates and delivers his poisonous touch varies from alchemist to alchemist.
True Mutagen
The alchemist’s mutagen now grants a +8 armor bonus and a +8 bonus to Strength, Dexterity, and Constitution. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.
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