Alchemist

Alchemist's Knowledge

You learn the Acid and Potion of Healing Infusions.
At 5th level, you learn Smokestick and Walking Death Infusions.
At 9th level, you learn Flashbang Infusion.
At 13th level, you learn Potion of Vitality Infusion.
At 17th level, you learn Bottled Storm Infusion.

Quick and Unstable Consumables

Choose two of the following Infusions that you know: Acid, Alchemist's Fire, Alchemist's Frost, or Thunderstone. You can create the selected Consumables by spending a bonus action. Consumables created as a bonus action degrade into uselessness at the end of your turn. If the cost of an Infusion created this way less than half your Infusion Maximum, you don't spend any Infusion Points.
At 6th level, you add an additional Consumable from the list.
At 12th level, you add Alchemist's Acid, Greasebomb, Smokebomb, and Tanglefoot Bag to the list, and add an additional Consumable from the list.
At 18th level, you add an additional Consumable from the list.

Combine Consumables

At 6th level, when you create a Consumable, you can create a single Consumable out of the effects of two Consumables. If both Consumables require a ranged attack, you resolve the Consumable with a single attack roll.

For example, if you spend 3 points, you can spend 2 points on an Acid effect, and 1 point on an Alchemist's Fire effect. On a hit, this Consumable would deal 4d6 + 2 acid damage, and cause the target to begin taking 1d4 fire damage at the start of each of its turns.

Enhanced Consumables

At 11th level, the dice used by your Consumables increases by 1 size (d4 increases to d6, d6 increases to d8, d8 increases to d10, d10 increases to d12, and d12 increases to 2d6).

Healing Infusion

At 14th level, whenever you create a potion, you can also infuse it with one of the following effects:

  • Curative Admixture: The character that drinks the potion heals 5 hit points per Infusion Point spent on the potion.
  • Resistive Formula: The character that drinks the potion gains resistance to acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage for 1 minute.
  • Shielding Elixir: The character that drinks the potion gains 10 temporary hit points per Infusion Point spent on the potion.

Doubled Output

At 18th level, when you spend points to create a consumable, you create two of that consumable.

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