TEXT: Alchemist
  H
  is eyes hidden behind a set of goggles to
  protect them noxious fumes or untimely
  explosions, a glint begins to form in the eye of
  a gnome whose bald and scarred pate shines
  with sweat as he mixes together a new
  concoction with which he hopes to hamper
  any foes that would stand in his path.
  The scales of his armor are marred by dirt and blood, but
  the half-orc can't help but cackle madly as he grabs a small
  vial from one of many pouches at his waist and imbibes the
  contents which transform the already formidable combatant
  into a newly minted juggernaut armed with a gigantic
  hammer.
  With a few bottles and vials ready to hand, the elven
  maiden brushes a lock of raven hair out of her eyes before
  she returns her attention to the matter at hand and carefully
  coaxes the natural venom from the fangs of a rare, giant
  cobra as it slumbers peacefully for the moment.
  Alchemists search for power in the natural world and are
  defined by their inherent ability to draw out that power from
  their surroundings. What they do with their obtained power
  defines and differentiates each alchemist from another.
  Pursuit of Perfection
  Alchemists take on many roles in their travels and can be
  easily mistaken for simple tinkers, researchers, explorers,
  healers, historians, or other less focused professions. An
  alchemist's path does require a varied skillset, but each
  alchemist pursues the limits of only a single specialty. Their
  time may be spent in a laboratory as they try new variations
  on old recipes to bring out more of their potential or in an
  attempt to integrate a new ingredient's power into their
  existing methods. Others prefer the pure, uncomplicated
  powers already found out in the wild and seek them out in
  order to harvest those ingredients that prove useful to the
  alchemist's cause. And yet other alchemists are fascinated by
  the machinations and process of their own bodies and
  experiment endlessly on enhancing or adding to their own
  natural abilities.
  The results of the research done by alchemists ranges
  widely from tinctures able to cure almost any wound to
  volatile brews able to endow the drinker with immense
  strength and fortitude to small projectiles which explode on
  impact. Similar to wizards, alchemists keep a book filled with
  the results of their research and are able to keep a few handy
  formulae ready to use in a pinch. Alchemists that are
  obsessed with the pursuit of knowledge have only mastered
  the basics of combat, but they are often armed with deadly
  poisons and proficient in their application. Those that seek to
  empower themselves have spent some of their time training
  in the art of war and have gained proficiency with the use of
  heavier armor and weapons. No matter their level of training
  in the art of war, all alchemists are well versed in the use and
  creation of a number of simple concoctions.
  Wild Researchers
  Alchemists probe the limits of the natural world, and they are
  just as comfortable backpacking through the mountains as
  they are holing up in a library for a season. They are
  compelled to constantly push the boundaries of what's
  possible until they find the outer limits of a particular pursuit.
  Most rumors about alchemists are about naturalists that
  spend their time wandering the wilderness and frontiers in
  pursuit of new secrets which they might exploit. They are
  often found in the company of rangers when exploring new
  terrain, or they might lead a group of researchers in the
  pursuit of certain esoteric knowledge about long forgotten
  methods or ingredients. There are other stories about
  alchemists that work almost exclusively on ways to enhance
  and preserve their own bodies with a unique brew called a
  mutagen. These mutagenicists are often seen at the edges of
  civilization looking for new ingredients to enhance their
  mutagen, but others are rumored to work at the behest of
  wealthy patrons as specialized retainers. There are even
  alchemists consumed by the fires of their passion and driven
  to mania by it. These pyromaniacs are often found living in
  isolation or in partnership with others seeking to tame their
  wild talents.
  No matter their circumstances, all alchemists are driven by
  a thirst to push the limits of their knowledge, and each one
  knows that all knowledge must be tested and honed
  continually once it has been obtained. Not many survive this
  pursuit without a great deal of cleverness and inner fortitude,
  and none of those that do survive are willing to let their
  pursuit end. Setbacks are merely challenges to be overcome,
  and questions are merely new possibilities presenting
  themselves for the alchemist to exploit.
  Creating an Alchemist
  As you begin creating your alchemist character, you will
  immediately need to start thinking about your character's
  pursuit of knowledge. Is it a selfish form of research focused
  on enhancing their own natural abilities, or are they more
  civic minded and pursue knowledge in order to help or
  protect others? How did they learn to become an alchemist?
  Were they apprenticed to a traveling master? Or were they
  taken under the wing of an aging shopkeeper with a bit of
  talent? Have you always been interested in the natural world,
  or is the pursuit merely the means to an end for you? There is
  no manual to becoming an alchemist, but every alchemist has
  some sort of personal investment that drives them forward
  despite the challenges inherent to the profession.
  
  The Alchemist
  Level
  Proficiency
  Bonus
  Features
  Formula
  Minora
  Formulas
  Known
  Formula
  Slots
  Slot
  Level
  Concoctions
  1st
  +2
  Specialty, Spellcasting
  2
  3
  1
  1st
  —
  2nd
  +2
  Concoctions
  2
  4
  2
  1st
  2
  3rd
  +2
  Specialty Training
  2
  5
  2
  2nd
  2
  4th
  +2
  Ability Score Improvement
  3
  6
  2
  2nd
  2
  5th
  +3
  ─
  3
  7
  2
  3rd
  3
  6th
  +3
  Specialty Training
  3
  8
  2
  3rd
  3
  7th
  +3
  ─
  3
  9
  2
  4th
  4
  8th
  +3
  Ability Score Improvement
  3
  10
  2
  4th
  4
  9th
  +4
  ─
  3
  11
  2
  5th
  5
  10th
  +4
  Speciality Training
  4
  11
  2
  5th
  5
  11th
  +4
  Advanced Formula (6th
  Level)
  4
  12
  3
  5th
  5
  12th
  +4
  Ability Score Improvement
  4
  12
  3
  5th
  6
  13th
  +5
  Advanced Formula (7th
  Level)
  4
  13
  3
  5th
  6
  14th
  +5
  Specialty Training
  4
  13
  3
  5th
  6
  15th
  +5
  Advanced Formula (8th
  Level)
  4
  14
  3
  5th
  7
  16th
  +5
  Ability Score Improvement
  4
  14
  3
  5th
  7
  17th
  +6
  Advanced Formula (9th
  Level)
  4
  15
  4
  5th
  7
  18th
  +6
  ─
  4
  15
  4
  5th
  8
  19th
  +6
  Ability Score Improvement
  4
  16
  4
  5th
  8
  20th
  +6
  Discovery
  4
  16
  4
  5th
  8
  No matter how you became an alchemist, you quickly
  realized that you needed to pick a focus for your studies and
  experimentation, a specialty. Naturalists have a wide array of
  abilities available to them, and they are very comfortable
  traversing the wilderness as they seek to discover new
  reagents for their recipes. A naturalist is almost always a
  welcome addition to any expedition. Mutagenicists are more
  concerned with their personal power and their role in the
  larger world, but they often find themselves involved in the
  stories of others even as they pursue their own goals. Fire
  Bombers are obsessed with things that go boom, and they are
  often content to adventure with almost anyone so long as they
  can find opportunities to use their inventive and destructive
  ideas. No matter their specialty, alchemists bring a diverse
  skillset to the table and can fill many roles within a group of
  adventurers.
  Quick Build
  You can make an alchemist quickly by following these
  suggestions. First, make Intelligence your highest ability
  score, followed by Dexterity. Second, choose the outlander
  background. Third, choose the alchemical bomb and noxious
  vapors cantrips, along with the 1st level spells fog cloud,
  herbal tea, and ice knife to add to your formula book.
  Class Features
  As an alchemist, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per alchemist level
  Hit Points at 1st Level: 8 + your Constituion modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constituion
  modifier per alchemist level after 1st
  
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons, heavy crossbows, nets,
  shortswords, and whips
  Tools: Alchemist's Tools
  Saving Throws: Constitution, Intelligence
  Skills: Choose three from Animal Handling, Arcana, History,
  Investigation, Medicine, Nature, Religion, Sleight of Hand,
  and Survival.
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a shortsword or (b) any martial weapon (if proficient)
  (a) a light crossbow & 20 bolts or (b) a shield (if proficient)
  (a) leather armor or (b) a chain shirt (if proficient)
  (a) an Explorer's Pack or (b) a Dungeoneer's Pack
  Alchemist's tools, an alchemist's bag, and two daggers
  Specialty
  At 1st level, you have chosen a direction in which to focus
  your future efforts and research. You can choose the path of
  the Naturalist, Mutagenicist, or Pyromaniac, all of which are
  detailed at the end of this class description. Your choice of
  specialty grants you features are 1st level and again at 3rd,
  6th, 10th, and 14th level.
  Spellcasting
  You have fused your knowledge of the natural world with your
  innate magical abilities and gained the ability to produce an
  assortment of spell-like effects referred to as formulas.
  Cantrips
  Your research into alchemy has required to master certain
  basics in order to progress further down your chosen path.
  These cantrips or formula minora require little effort or
  material and can be used as easily by you as a wizard would
  cast a cantrip. You begin with the knowledge of two formula
  minora of your choice from the alchemist's formula list. You
  learn additional formula minora at higher levels, as shown on
  the Formula Minora column of the Alchemist table.
  Formula Book
  At 1st level, you have a formula book that contains three 1st
  level formulas. Your formula book is the record of the results
  of all your research and experiments and contains all of the
  formula that you know except for your formula minora, which
  are always easily able to recall from memory.
  Formula Slots
  Table - The Alchemist shows how many Formula Slots you
  have. The table also shows what the level of those slots is; all
  of your formula slots are the same level. To activate one of
  your alchemist formula of 1st level or higher, you must
  expend a formula slot. You regain all expended slots when
  you finish a short or long rest.
  Formulas Known of 1st level and Higher
  The Formulas Known column of Table - The Alchemist
  shows when you learn new Formulas from your continued
  research and experiments. A formula you choose must be of a
  level for which you have formula slots. As you gain levels in
  this class, you can replace old formulas with new ones.
  Choose any one formula you know and replace it with a new
  one, which must be one for which you have a formula slot.
  Preparing and Activating Formulas
  You can prepare a variety of formulas to be available for your
  use. To do so, choose a number of formulas up to half your
  alchemist level (minimum 1) plus your proficiency bonus. The
  formulas must be of a level for which you have formula slots,
  and you must have access to both an alchemist's bag and
  your formula book.
  You can change your list of prepared formulas when you
  finish a short or long rest. Preparing a new list of formulas
  requires time spent referencing your formula book, preparing
  the material components, and priming the final product with
  arcane energy: at least 1 minute per formula level for each
  formula on your list is required to fully prepare your new
  formulas.
  Formula Activation Ability
  Intelligence is your ability for activating formulas since your
  formulas are learned through dedicated study and vigorous
  experimentation. You use your Intelligence whenever a
  formula refers to your spellcasting ability. In addition, you use
  your Intelligence modifier when setting the saving throw DC
  for an alchemist formula you activate and when making an
  attack roll with formulas that require one.
  Formula save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Formula attack modifier = your proficiency bonus + your
  Intelligence modifier
  Formula Focus
  You can use an alchemist's bag as a spellcasting focus for
  your alchemist formulas.
  Concoctions
  In your quest to push the limits of the natural world, you add
  new alchemical processes to your repertoire and push the
  boundaries of your old abilities in new directions.
  At 2nd level, you master 2 concoctions of your choice and
  for which you meet the prerequisites. Your options for
  concoctions are detailed at the end of the class description.
  When you gain certain alchemist levels, you add additional
  concoctions of your choice to your arsenal of knowledge, as
  shown in the Concoctions column of the Alchemist table.
  Additionally, when you gain a level in this class, you can
  choose one concoction that you know and replace it with a
  concoction that you could learn at that level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two ability scores of your choice by
  1. As normal, you can’t increase an ability score above 20
  using this feature.
  
  Advanced Formulas
  At 11th level, you learn the secrets to a particularly potent
  recipe called an Advanced Formula. Choose one 6th level
  formula as this advanced formula. You can activate this ability
  once without expending a formula slot. You must complete a
  long rest before you can do so again.
  At higher levels, you learn additional advanced formulae
  that can be activated in this way: one 7th level formula at
  13th level, one 8th level formula at 15th level, and one 9th
  level formula at 17th level. You regain the ability to activate all
  of your Advanced Formulas at the end of a long rest.
  Discovery
  At 20th level, your research finally results in a discovery of
  epic proportions. Choose any one of the following options.
  Elixir of Life: The reseach and experiments that you have
  done on yourself have yielded an unanticipated result. You
  have discovered a mixture that stops your aging process
  and enhances your body’s natural healing abilities. After
  consumption, your apparent age changes to one
  appropriate for a vibrant and energetic member of your
  race, and your wounds heal at rate much more rapid than
  normal. At the beginning of each your turns, your body
  naturally heals itself for 5 Hit Points up to half of your
  maximum Hit Points. This ability ceases to function if you
  fall to zero hit points.
  Natural Awakening: After rigorous experimentation, you
  have devised an alchemical method to alter your body's
  inner chemistry and energy flows. This process forever
  shifts the ways in which your body and mind functions at
  the chemical level. Your Intelligence and Constitution
  scores each increase by 4 points. Your maximum for those
  scores also increases by 4 points.
  The Perfect Bomb: You have delved into the secrets of
  explosives and pushed their limits further than anyone else.
  As an action, you can draw, arm, and throw a Perfect Bomb
  to a point you can see within 60 feet. Each creature in a 20-
  foot-radius must make a Dexterity saving throw with a DC
  equal to 8 + your proficiency bonus + your Intelligence
  modifier. A target takes 10d10 fire, 10d10 piercing
  damage, and 10d10 thunder damage on a failed save, or
  half as much damage on a successful one. You can create a
  single Perfect Bomb while preparing formulas at the end of
  a long rest. If a Perfect Bomb is unused when you begin
  preparing a new one, it immediately expires.
  Specialties
  Alchemists have almost unlimited potential when it comes to
  things that may catch their interest, but each one must
  quickly choose a specialty or risk wasting their potential and
  their time. Each specialty is just as rigorous and demanding
  as the others. The world does not divulge its secrets willingly,
  after all.
  It is up to each individual alchemist to choose what
  avenues they will explore, and only their wit is guaranteed to
  accompany them on the journey. It will be up to the alchemist
  to face dangers and walk away from them with new
  knowledge in hand.
  Naturalist
  Naturalists believe that there are innumerable secrets yet to
  be discovered in the natural world and view it as a personal
  challenge to ferret them out, even if they themselves are the
  only ones to learn such secrets. Most naturalists value
  nature's beauty and many of them strive to protect portions of
  it. Others are only concerned with discovering new
  ingredients for their recipes, and still others desire nothing
  more than to sate their curiosity.
  Expanded Formula List
  You are a shrewd researcher and have figured out how to
  reproduce certain advanced spell effects with your formulas.
  The following spells are considered to be formulas and are
  added to the alchemist's formula list for you.
  Naturalist Expanded Formula List
  Formula Level
  Formulae
  1st
  Goodberry, Cure Wounds
  2nd
  Blindness/Deafness, Lesser Restoration
  3rd
  Dispel Magic, Revivify
  4th
  Freedom of Movement, Sickening Radiance
  5th
  Awaken, Greater Restoration
  Natural Remedy
  At 1st level, you have discovered a way to draw out more
  potency from your restorative formulas. Whenever you use a
  formula to restore hit points to a creature, the creature
  regains additional hit points equal to your intelligence
  modifier.
  Master of Poison
  At 3rd level, you gain proficiency with the poisoner's kit and
  hand crossbows. You also learn the secrets to decocting
  some basic but effective injury poisons. Each one can be
  applied to a weapon or 3 pieces of ammunition as an action.
  After a successful attack, the poison is spent. The costs and
  time required to produce a dose of each poison are listed in
  each of their descriptions along with the required DC to
  successfully make the listed poison. If you fail the DC by 5 or
  more, you waste half of your materials. You must have access
  to a poisoner's kit in order to make these poisons. The saving
  throws for any poisons you make are equal to your formula
  save DC.
  Cyanide Concentrate: A minimal amount of this substance
  causes serious harm. On a hit, the target must make a
  Constitution saving throw or take 2d6 poison damage. On
  a successful save, the target takes half damage. The
  components of this poison cost 50 gold and take 3 days to
  prepare. DC 10.
  Distilled Hemlock: This common toxin can be used in battle
  to gain a slight edge. On a hit, the target must succeed on a
  Constitution saving throw or become poisoned for 8 hours.
  The components of this poison cost 25 gold and take 1 day
  to prepare. DC 5.
  Essence of Wolfsbane: This plant is famous for its role in
  the assassination of royalty. On a hit, the target must make
  a Constitution saving throw or become restrained for 10
  minutes. The components of this poison cost 100 gold and
  take 5 days to prepare. DC 15.
  
  Natural Adaptation
  Beginning at 6th level, you have discovered a way to modify
  your anatomy that allows you to survive more easily in
  specific environments. Select any one of the following
  adaptations.
  Aquatic: You are able to breathe underwater and have a
  swim speed equal to your walking speed.
  Arctic: You gain resistance to cold damage.
  Darkness: You can see normally in darkness, normal or
  magical, up to a distance of 120 feet.
  Desert: You gain resistance to fire damage.
  Jungle: You can Hide even when you are only lightly obscured
  by natural foliage, heavy rain, falling snow, mist, or other
  similar conditions.
  Mountain: You gain a climb speed equal to your walking
  speed and ignore the ill effects associated with high
  altitudes up to a height of 5 miles.
  Plains: Your walking speed increases by 10 feet.
  You choose an additional adaptation at 10th and 14th level.
  Natural Immunity
  At 10th level, you become immune to all poisons and
  diseases, magical or natural, due to your constant exposure to
  healing herbs.
  Cautious Skirmisher
  At 14th level, you have learned the value of properly
  positioning yourself in a fight and can move up to half your
  speed as a reaction when an opponent enters your reach.
  This movement does not provoke attacks of opportunity.
  Mutagenicist
  The Mutagenicist is a type of alchemist that has completely
  devoted themselves to enhancing their personal abilities with
  a potent infusion called a Mutagen. This infusion unlocks
  immense power within the alchemists that dare to imbibe it.
  Mutagenicists are combat specialists and are focused on
  enhancing their performance in a fight. Eventually, their
  mutagens begin to leave behind permanent side effects from
  the constant consumption of the volatile brew. Even so, these
  alchemists believe that the trade-off is worth the price.
  Mutagenic Infusion
  At 1st level, you have learned to create a mutagen. You can
  prepare a number of doses of mutagen equal to your
  Intelligence modifier at the end of a long rest. Unused doses
  are volatile and expire when you finish preparing a new
  batch.
  Mutagen: This volatile brew is a potent and dangerous mix of
  ingredients that can unlock great power within an individual.
  As a bonus action, you can imbibe a mutagen and gain
  several beneficial effects that last for 1 minute.
  Your Strength score becomes 17. The change to your
  Strength scores increases by 2 at 5th level (19), 9th level
  (21), 13th level (23), and 17th level (25).
  You have advantage on Strength checks and Strength
  saving throws.
  You gain temporary Hit Points equal to your Constitution
  modifier plus your alchemist level.
  A mutagen can only be safely imbibed by the alchemist that
  created it. The recipe takes into account many factors
  including the alchemist's unique biochemistry and arcane
  energy. Any other creature that drinks an alchemist's
  mutagen must succeed on a Constitution saving throw or be
  poisoned for 1 minute; regardless of whether it succeeds or
  fails on the saving throw, the mutagen has no other effect.
  Martial Mastery
  Beginning at 1st level, you have acquired the experience and
  training in order to fight with a wider array of equipment. You
  gain proficiency with medium armor, shields, and martial
  weapons.
  Fighting Style
  At 3rd level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can’t take
  a Fighting Style option more than once, even if you later get
  to choose again.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you
  make with a melee weapon that you are wielding with two
  hands, you can reroll the die and must use the new roll, even
  if the new roll is a 1 or a 2. The weapon must have the two-
  handed or versatile property for you to gain this benefit.
  Protection
  When a creature you can see attacks a target other than you
  that is within 5 feet of you, you can use your reaction to
  impose disadvantage on the attack roll. You must be wielding
  a shield.
  Double Dose
  At 6th level, you develop a technique for infusing one of your
  formula into a dose of mutagen. When you imbibe a dose of
  mutagen, you can also use a formula on yourself as a free
  action. The formula must normally have a casting time of 1
  action and have a range of self or touch to be used in this way.
  Side Effects
  At 10th level, your constant exposure to volatile substances
  has begun to leave permanent marks on your body. On the
  plus side, your reflexes and inner fortitude are permanently
  enhanced. You now add your Intelligence modifier to initiative
  rolls in addition to your Dexterity modifier and are now
  immune to poison. Unfortunately, you also suffer some minor
  inconveniences. Roll a d12 twice to determine two other side
  effects you gain from the following list. If you roll the same
  result, reroll the second die until you obtain a different result.
  
  Mutagenic Side Effects
  d12 Side Effect
  1
  For some reason, you never quite seem to be full no
  matter how much you eat.
  2
  One of your eyes changes color.
  3
  Your blood runs blue and turns to purple when it
  dries.
  4
  You occasionally experience a ringing in your ears.
  5
  Your hands and feet grow in size, and you have to
  spend a few days adjusting to their new size.
  6
  Your teeth and nails turn black as coal.
  7
  Your nails thicken noticeably and become so hard to
  trim that you require a special tool to cut them.
  8
  The sight or smell of fruit causes you to feel
  nauseous.
  9
  The hair forming your eyebrows falls out and doesn't
  grow back.
  10 The whites of your eyes darken until they are black as
  midnight.
  11 A mole appears on your face. Whenever you
  complete a long rest, it randomly changes position.
  12 Each of your hands grows an extra finger, and each of
  your feet grows an extra toe.
  Primal Ingredients
  At 14th level, you have devised a process to distill the
  essences of the very elements into their purest forms as well
  as a method to incorporate them into your mutagen. When
  you prepare a dose of mutagen, you can select one type of
  damage from this list: acid, cold, fire, and lightning. While that
  dose of mutagen is active, you have resistance to the chosen
  type of damage. The chosen type of damage need not be
  identical for every dose of mutagen that you prepare.
  Fire Bomber
  Some alchemists just want to see the world burn. Not that
  they're evil mind you; they just can't help themselves when it
  comes to pushing the limits of their destructive potential.
  These pyromaniacs make use of Alchemical Bombs and
  other devices to control the battlefield and set the world on
  fire.
  Bombardier
  At 1st level, you begin with the knowledge of an additional
  formula minora, Alchemical Bomb.
  Pyromaniac
  At 1st level, whenever you use the Alchemical Bomb formula
  minora, you can expend a spell slot to have it deal an extra
  1d8 fire damage per level of the expended spell slot.
  Destructive Constructs
  At 3rd level, you master some of the techniques for dealing
  with combustible materials. Put to use, you are now able to
  make several, unique alchemical devices. The costs and time
  required to produce these items are listed in each of their
  descriptions along with the DC to successfully craft the
  construct. If you fail the DC by 5 or more, you waste half of
  your materials. In order to make any of these items, you must
  have access to a set of alchemist's tools.
  Flare: A bulb of material sealed in pine resin is affixed to a
  weighted handle, the flare is perfect for chucking into the
  distance. As an action, you can ignite and then throw this
  object to a spot you can see within 60 feet. When it reaches
  the targeted spot, the flare explodes in a flash of brilliant
  light and burns bright as daylight in a 20 foot radius and
  dim light for a further 20 feet for 1 minute. Creatures
  within 20 feet of the center of the flare's ignition that fail a
  Constitution saving throw are blinded until the end of your
  next turn. A Flare costs 25 gold and takes 1 hour to
  prepare. DC 5.
  Oil of Impact: This sticky, blue substance is particularly
  dangerous in the right hands. The oil can be applied as an
  action to a melee weapon or used to coat the tips of three
  pieces of ammunition. On a hit, the oil detonates and deals
  2d6 thunder damage to the targeted creature. A bottle of
  oil costs 100 gold and takes 1 days to prepare. DC 15.
  Thunder Pebbles: These pebble like objects can be strewn
  on the ground to create a hazardous place to walk. As an
  action, you can empty a pouch of thunderstones onto the
  ground, covering a square of terrain 10 feet by 10 feet
  adjacent to you. Any creature that steps into the area takes
  1d6 of thunder damage per 5 ft of movement. One pouch of
  thunderstones costs 50 gold and takes 3 days to prepare.
  DC 10.
  Superior Bombs
  At 6th level, your personal recipe for Alchemical Bombs has
  been perfected. You roll d8's instead of d6's whenever you use
  this formula minora.
  Explosive Retaliation
  At 10th level, your fiery temperament manifests in an ability
  to strike back at foes that target your friends. Whenever an
  ally is attacked, you may use your reaction to use the
  Alchemical Bomb formula minora against the attacker. Your
  formula minora resolves after the triggering attack.
  Napalm
  At 14th level, you learn to use your Alchemical Bomb formula
  minora in a new way. When you use this formula minora, you
  can elect to use this feature in place of the normal effects.
  The area normally affected by your Alchemical Bomb is set
  alight with fire for 1 minute. Creatures that start their turn or
  move into the affected area must succeed on a Dexterity
  saving throw or take fire damage equal to the damage
  normally inflicted by your Alchemical Bomb.
  
  Concoctions
  If a concoction has prerequisites, you must meet them to
  learn it. You can learn the concoction at the same time that
  you meet its prerequisites. A level prerequisite refers to your
  level in this class.
  If a Concoction refers to a saving throw, the DC is identical
  to your formula save DC.
  Acidic Mixture
  Prerequisite: Alchemical Bomb formula minora, 7th level
  When you prepare to use an alchemical bomb, you can
  change its damage type to acid. Any creature that fails its
  saving throw takes half the damage again at the start of its
  next turn. This cannot be combined with other mixtures.
  Arcanist's Touch
  Prerequisite: Alchemical Bomb formula minora
  You’ve mastered a technique for creating a blast of pure
  arcane energy. When you use an alchemical bomb, you can
  change its damage type to force. This cannot be combined
  with other mixtures.
  Arctic Admixture
  Prerequisite: Alchemical Bomb formula minora
  You have discovered a catalyst that changes the properties
  of your alchemical bomb formula minora. Instead of dealing
  damage, an alchemical bomb used with this catalyst erupts in
  a chilly blast and coats the ground in its radius with a thin
  sheet of ice that lasts for 1 minute. Creatures that start their
  turn in or move through a space coated in ice must succeed
  on a Dexterity saving throw or fall prone.
  Armor Ointment Recipe
  This oily substance can be applied to a suit of armor in order
  to make the joints move more easily and without making as
  much noise. The ointment takes 10 minutes to apply to a
  heavy suit of armor or 1 minute for a medium suit of armor.
  For the next hour, the armor no longer imposes disadvantage
  on stealth checks.
  This recipe requires 25 gp worth of materials and can be
  made in 1 hour with access to a set of alchemist's tools, DC
  10. Failing the DC by 5 or more wastes half the materials.
  Attuned to the Arcane
  You can cast detect magic once without expending a formula
  slot, you can't do so again until you have completed a long
  rest.
  Bomb Arrows
  Prerequisite: Alchemical Bomb formula minora, 11th level
  You have designed a mechanism that allows you to attach
  an alchemical bomb to an arrow or crossbow bolt as part of
  an attack action. These projectiles deal damage as normal
  and then subjects the target and nearby creatures to the
  effects of the attached alchemical bomb.
  Bomb Lobber
  Prerequisite: Alchemical Bomb formula minora
  Walls and corners present little challenge to your throwing
  technique. You can lob your alchemical bombs at creatures
  that you wouldn't normally be able to target. Choose a wall
  within range of your formula minora and use that to trace a
  new line of effect to a targeted spot for your alchemical bomb.
  The total distance traveled by the bomb cannot exceed the
  range of the formula minora.
  Concussive Mixture
  Prerequisite: Alchemical Bomb formula minora
  You’ve developed a new explosive that can be used in your
  alchemical bombs. When you use an alchemical bomb, you
  can choose to include this new explosive. Creatures affected
  by the alchemical bomb must make a Constitution saving
  throw instead of a Dexterity saving throw. Creatures that fail
  this saving throw take damage as normal and are concussed
  by the unusually strong blast; they cannot take reactions until
  the end of their next turn and are deafened for one minute.
  Creatures that are immune to thunder damage or the
  deafened condition are not affected by this mixture. This
  cannot be combined with other mixtures.
  Corrosive Mixture
  Prerequisite: Alchemical Bomb formula minora, 7th level
  You have divined the technique for duplicating a rust
  monster’s special ability. When added to an alchemical bomb,
  creatures that fail their saving throw have their nonmagical
  weapons and armor made of metal begin to corrode. Each
  time a creature is affected by an alchemical bomb using this
  feature and fails their saving throw, its weapons take a
  permanent and cumulative -1 penalty to damage rolls while
  its also armor takes a permanent and cumulative -1 penalty to
  AC. If the penalty for any item increases to -5, the item is
  destroyed.
  Elemental Mixture
  Prerequisite: Alchemical Bomb formula minora
  When you prepare to use an alchemical bomb, you can add
  an elemental spin to your arcane energy in order to change
  the damage type to cold, fire, or lightning. This cannot be
  combined with other mixtures.
  Enduring Mutagen
  Prerequisite: Mutagenicist, 7th level
  You have customized your mutagen to account for your
  body’s limits and functions. It now lasts for a number of
  minutes equal to your Constitution modifier (minimum 1).
  Entomological Ally
  Prerequisite: 9th level
  You can use giant insect once without using a formula slot.
  You can't do so again until you finish a long rest.
  Explosive Materials
  Prerequisite: Alchemical Bomb formula minora, 7th level
  Your alchemical bomb detonates with greater force and
  affects a larger area. Your alchemical bomb now affects a 10
  foot cube.
  
  Familiar Materials
  Prerequisite: 5th level
  You can cast the identify spell at will without expending a
  formula slot.
  Fan of Flames
  You can cast burning hands once using a formula slot, you
  can't do so again until you have completed a long rest.
  Flickering Form
  Prerequisite: 15th level
  You can use blur at will, without expending a formula slot.
  Focused Blast
  Prerequisite: Alchemical Bomb formula minora
  You can detonate an alchemical bomb in your hands and
  direct the blast away from yourself in a 15 foot cone.
  Creatures in the area are subject to the effects of your
  alchemical bomb.
  Fulminating Mixture
  Prerequisite: Alchemical Bomb formula minora, 7th level
  You’ve discovered a material that flashes brightly when
  ignited and figured out how to incorporate it into an
  alchemical bomb. In addition to the normal effects, creatures
  that are fail the saving throw of your alchemical bomb
  become blinded for 1 round.
  Ghost Dust Recipe
  This unique material is made from bone dust and a few other
  less than normal ingredients. The ghost dust is stored in a
  convenient belt pouch for easy use. As an action, the ghost
  dust can be thrown at an incorporeal creature to anchor it
  more solidly to the physical realm. Such a being targeted by
  the ghost dust must succeed on a Constitution saving throw
  or lose its resistance to slashing, piercing, and bludgeoning
  damage from nonmagical attacks for 1 minute.
  This recipe requires 100 gp of materials and can be made
  in 3 days with access to a set of alchemist's tools, DC 15.
  Failing the DC by 5 or more wastes half the materials.
  Liquid Blade Recipe
  You have learned to make a new alchemical item, the liquid
  blade. This liquid is contained within a glass bottle with a
  long stem stopper. When the stopper is removed, the liquid
  crystalizes into a functional sword with the stopper serving
  as the grip. This sword functions as a shortsword and lasts
  for up to 1 hour. When you roll a 1 while attacking with the
  blade, it shatters into useless pieces. When you roll a 20
  while attacking with the blade, it shatters into a deadly
  torrent of shards, dealing an additional 1d12 piercing
  damage.
  This recipe requires 25 gp of materials and can be made in
  1 hour with access to a set of alchemist's tools, DC 5. Failing
  the DC by 5 or more wastes half the materials.
  Master Alchemist
  Prerequisite: 9th level
  You are well versed in the preparation of alchemical items.
  The cost and time for you to prepare a recipe is reduced by
  half, and you double your proficiency bonus on checks made
  to create alchemical items.
  Method to the Madness
  Prerequisite: 5th level
  You discover an alchemical method to duplicate the effects
  of a particular spell. You add one spell of your choice from the
  abjuration, conjuration, evocation, or transmutation schools
  to your formula book. A spell you choose must be of a level
  you can cast, as shown on the Alchemist table, or a cantrip.
  The chosen spell counts as an alchemist formula for you but
  doesn't count against the number of alchemist formulas you
  know.
  If you ever replace this concoction, the genius behind your
  method fades from memory, and you lose the ability to use
  the chosen spell as a formula.
  Nature's Essence
  Prerequisite: Naturalist, 11th level
  As an action, you can grant another creature the benefits of
  one of your natural adaptations for 1 hour. You can't do so
  again until you complete a long rest.
  Personal Touch
  Prerequisite: Alchemical Bomb formula minora
  Whenever you deal damage to a creature with an
  alchemical bomb, add your Intelligence modifier to the
  damage dealt.
  Potent Poisons
  Prerequisite: Naturalist
  Add your Intelligence modifier to any poison damage dealt
  by a poison that you have created.
  Quick Throw
  Prerequisite: Alchemical Bomb formula minora, 5th level
  You can use an alchemical bomb as a bonus action on your
  turn.
  Rubbery Body
  Prerequisite: 7th level
  You can use Freedom of Movement once on yourself
  without expending a formula slot. You regain the ability to do
  so when you finish a long rest.
  Savagery
  Prerequisite: Mutagenicist, 5th level
  You can attack twice, instead of once, whenever you take
  the Attack action.
  Screaming Banshee Recipe
  This little box has a fuse that can be adjusted to burn for up
  to 1 minute. After the fuse ignites the contents of the box, it
  begins squeeling and screaming with a deafening wail akin to
  that of a banshee's cries. The sound lasts for 1 minute and is
  audible up to 300 feet away. When the box ignites, creatures
  within 10 feet of it are deafened for 1 minute unless they
  make a Constitution saving throw. Creatures that end their
  turn within 10 feet of the box are also subject to this effect.
  This recipe requires 75 gp worth of materials and can be
  made in 8 hours with access to a set of alchemist's tools, DC
  10. Failing the DC by 5 or more wastes half the materials.
  
  Sticky Fire Mixture
  Prerequisite: Alchemical Bomb formula minora, 7th level
  You’ve concocted a substance that sticks to whatever it hits
  and burns fiercely. When you prepare to use an alchemical
  bomb, you can include this substance. Creatures that fail
  their saving throw are coated in the burning substance. It
  deals 2d6 fire damage at the start of an affected creature’s
  subsequent turns for up to 6 rounds. As an action, the
  creature can put itself out by making a Dexterity saving
  throw, falling prone and rolling on the ground (no save
  needed), or dousing itself with several gallons of water (also
  no save needed). This cannot be combined with other
  mixtures.
  Timed Fuse
  Prerequisite: Alchemical Bomb formula minora
  You can have learned to rig an alchemical bomb with a long
  duration fuse that causes it to detonate after an amount of
  time that you choose has passed (up to 8 hours). The
  alchemical bomb can be spotted with a Perception check or
  found with an Investigation check opposed by a Sleight of
  Hand check made by you when you set up the timed fuse. You
  can only plant a number of alchemical bombs in this fashion
  up to your Intelligence modifier at once. When the duration
  expires, the bomb goes off and deals damage according to
  how it was prepared and where it is located. The bomb can
  be disarmed using thieves' tools; the DC to do so is equal to
  your spell save DC. If the disarmer fails by 5 or more, the
  bomb goes off.
  Tincture of Clear Thought
  You have devised a new kind of infusion that clears the mind
  and allows a person to perform a task with great focus. As an
  action, you or another creature can imbibe this infusion. The
  consumer gains advantage on the next ability check they
  make using any set of tools within the next hour.
  This recipe requires 10 gp of materials and can be made in
  10 minutes with access to a set of alchemist's tools, DC 5.
  Failing the DC by 5 or more wastes half the materials.
  Tongue Twister Recipe
  You have devised a decoction that unlocks the secrets of
  speech in intelligent creatures. The decoction can be drunk
  as an action and allows the drinker to speak and understand
  a single language for one hour. The language is chosen by the
  alchemist when they create the decoction. As a side effect,
  the drinker has disadvantage on Intelligence, Wisdom, and
  Charisma based ability checks.
  This recipe requires 20 gp worth of materials and can be
  made in 1 hour with access to a set of alchemist's tools, DC
  10. Failing the DC by 5 or more wastes half the materials.
  Tripwire Fuse
  Prerequisite: Alchemical Bomb formula minora
  You have devised a contraption that will cause an
  alchemical bomb to detonate only when a wire is tripped. The
  wire and alchemical bomb must be connected, and the wire
  can be up to 20 feet long. The device can be spotted with a
  Perception check or found with an Investigation check
  opposed by a Sleight of Hand check made by you when you
  set up contraption. The bomb can be disarmed using thieves'
  tools; the DC to do so is equal to your spell save DC. If the
  disarmer fails by 5 or more, the bomb goes off.
  Unnatural Speed
  Prerequisite: Mutagenicist
  You have discovered an ingredient that can be used to
  enhance your mobility. While your mutagen is active, your
  speed increases by 10 feet.
  Variety of Options
  Add another formula minora and a single formula whose
  level is equal to or less than your formula slot level to your
  repertoire. If you ever replace this concoction, you lose the
  mastery of the chosen formula minora and formula.
  Venomancer
  Prerequisite: Naturalist, 9th level
  You are well versed in the preparation of poison. The cost
  and time for you to prepare any poison is reduced by half, and
  you double your proficiency bonus when making checks to
  create any poison.
  Vital Advantage
  Whenever you use a formula minora with a range of 30 feet
  or less, you can double its range.
  Warding Gel Recipe
  You have learned to invest a protective gel with elemental
  energy. The gel can be applied to a creature to give it
  resistance to acid, cold, fire, or lightning damage. The type of
  resistance given is chosen by you when the warding gel is
  made. The gel takes 1 minute to apply and lasts for 1 hour.
  This recipe requires 100 gp of materials and can be made
  in 1 day with access to a set of alchemist's tools. DC 15.
  Failing the DC by 5 or more wastes half the materials.
  Weapon Blanch Recipe
  You learn a technique for coating weapons in a durable film
  containing useful properties. A blanch can cause a melee
  weapon to act if it were silvered or magical for the purposes
  of overcoming damage reduction. The type of effect is chosen
  by you when you create the blanch.
  This recipe requires 50 gp worth of materials for the silver
  version and 150 gp worth of materials for the magical
  version. Both versions require 3 days to make with access to
  a set of alchemist's tools. DC 10. Failing the DC by 5 or more
  wastes half the materials.
  
  Alchemist Formula List
  Formula marked with a double plus (++) are new spells
  detailed at the end of the document.
  Formula Minora
  Alchemical Bomb++
  Booming Blade
  Greenflame Blade
  Magic Stone
  Noxious Vapors++
  Primal Savagery
  Sword Burst
  Thorn Whip
  1st Level
  Absorb Elements
  Armor of Agathys
  Color Spray
  Create or Destroy Water
  Detect Poison and Disease
  Ensnaring Strike
  Expeditious Retreat
  False Life
  Fog Cloud
  Grease
  Herbal Tea++
  Hail of Thorns
  Ice Knife
  Jump
  Purify Food and Drink
  Sleep
  Zephyr Strike
  2nd Level
  Aganazzar’s Scorcher
  Alter Self
  Barkskin
  Blur
  Continual Flame
  Cordon of Arrows
  Darkvision
  Dragon's Breath
  Enhance Ability
  Enlarge/Reduce
  Essence of Elfroot++
  Flame Blade
  Levitate
  Protection from Poison
  Pyrotechnics
  See Invisibility
  Spider Climb
  Web
  3rd Level
  Conjure Barrage
  Create Food and Water
  Elemental Weapon
  Fear
  Feign Death
  Flame Arrows
  Gaseous Form
  Glyph of Warding
  Lightning Arrow
  Lightning Bolt
  Meld into Stone
  Slow
  Stinking Cloud
  Tidal Wave
  Thunderstep
  Wall of Sand
  Wall of Water
  4th Level
  Blight
  Confusion
  Conjure Minor Elementals
  Control Water
  Elemental Bane
  Fire Shield
  Giant Insect
  Grasping Vine
  Polymorph
  Stone Shape
  Stoneskin
  Wall of Fire
  Watery Sphere
  5th Level
  Circle of Power
  Cloudkill
  Cone of Cold
  Conjure Elemental
  Conjure Volley
  Contagion
  Dream
  Maelstrom
  Mislead
  Modify Memory
  Steel Wind Strike
  Swift Quiver
  Transmute Rock
  Wall of Stone
  6th Level
  Bones of the Earth
  Disintegrate
  Flesh to Stone
  Investiture of Flame
  Investiture of Ice
  Investiture of Stone
  True Seeing
  Wall of Ice
  Wind Walk
  7th Level
  Etherealness
  Prismatic Spray
  Reverse Gravity
  Simulacrum
  Symbol
  8th Level
  Animal Shapes
  Antimagic Field
  Feeblemind
  Horrid Wilting
  Mind Blank
  9th Level
  Foresight
  Shapechange
  True Polymorph
  Weird
  
  New Spells
  Alchemical Bomb
  Transmutation cantrip
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (small clay vessel filled with alchemical
  materials) 
  Duration: Instantaneous
  You add the final ingredient to a volatile mixture and ignite
  the explosive properties of the combined ingredients with a
  bit of your own magic, then you chuck the bomb at a spot
  within range. Any creatures inside a 5 foot cube must
  succeed on a Dexterity saving throw or take 2d6 thunder
  damage. Creatures that succeed on the saving throw take half
  damage.
  The bomb's damage goes up by 1d6 when you reach 5th
  level (3d6), 11th level (4d6), and 17th level (5d6).
  Essence of Elfroot
  2nd level abjuration
  Casting Time: 1 minute 
  Range: Touch 
  Components: S, M (elfroot powder and a bit of red wine)
  Duration: 12 hours
  You mix together a tonic that can stave off the effects of
  exhaustion. You can administer the tonic after a minute of
  preparation. The tonic removes all levels of exhaustion from
  a creature that drinks it for 1 hour. After the hour passes, the
  exhaustion returns and worsens by 1 level. The tonic is
  merely a stopgap meant to enable a person to surpass their
  limits in an emergency.
  When you cast the spell with a spell slot of 3rd level or
  higher, you prepare enough tonic to be able to affect an
  additional creature for each level above 2nd.
  Herbal Tea
  1st level transmutation
  Casting Time: 10 minutes 
  Range: Touch 
  Components: S, M (dried herbs and a pot of boiling water) 
  Duration: 1 hour
  You prepare a special tea with curative properties that can aid
  the restoration of up to two creatures. Any creature which
  partakes of the tea regains 1d12 hit points.
  When you cast the spell with a spell slot of 2nd level or
  higher, the amount of healing increases by 1d12 or you may
  affect an additional creature for each level above 1st. For
  instace, you could spend a 5th level spell slot to increase the
  healing by 2d12 and affect two additional creatures.
  Noxious Vapors
  Necromancy cantrip
  Casting Time: 1 action 
  Range: 5 feet 
  Components: S, M (bottle of rotted flesh) 
  Duration: Instantaneous
  You open the stopper on a bottle and fill the surrounding air
  with noxious fumes. Living creatures within 5 feet of you that
  fail a Constitution saving throw are forced to use their
  reaction to move half their speed away from you and are
  poisoned until the start of your next turn. Creatures with
  advantage on Perception checks related to smell are
  particularly susceptible to this effect and have disadvantage
  on the saving throw.
  The vapors' range increases by 5 ft when you reach 5th
  level (10 feet), 11th level (15 feet), and 17th level (20 feet).
  New Equipment
  Alchemist's Bag. This bag is full of the ingredients,
  containers, and other implements needed by an alchemist
  to store and quickly retrieve his formulas. It also contains
  the necessary materials to fuel any and all of his formula
  minora and concoctions. Similar to an wizard's arcane
  focus, this item can be used in place of a component pouch
  to provide the materials required for an alchemist's
  formulas that cost 1 gold piece or less.
  Credits
  This homebrew class is the brain child of Eric Weber,
  sometimes known by the alias of W0LF0S.
  Additional thanks go out to the Unearthed Arcana
  subreddit for useful edits and balance discussion. Those
  starter suggestions went a long way to shaping the final
  product.
  I also want to thank Don and Chris for participating in the
  initial thought experiments regarding the idea first steps in
  action. Your initial guidance and critique helped get a lot of
  the details sorted out.
  Next, I want to thank Cody, Amy, and Victoria each for
  playtesting the various versions of this class in a live
  campaign. Your feedback finalized much of the last set of
  revisions and were greatly appreciated.
  Last Updated 17 October 2016
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Alchemist.pdf