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  Table of Contents 
  Alchemist ............................................................................................................................................................... 1 
       Field of Study: Apothecary .......................................................................................................................... 5 
       Field of Study: Formulaeist ......................................................................................................................... 6 
       Field of Study: Mad Bomber ......................................................................................................................... 7 
       Field of Study: Mutagenist .......................................................................................................................... 8 
       Field of Study: Xenoalchemist .................................................................................................................... 9 
       Bomb Formulae ............................................................................................................................................. 14 
       Discoveries ..................................................................................................................................................... 16 
  Drugs .................................................................................................................................................................... 21 
   
   
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  Complete Alchemist is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2016 Mage Hand Press. All Rights Reserved 
  
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  Alchemist 
  A grinning gnome cackles with glee as he hurls a bomb 
  into a group of charging goblins, blasting them into 
  scorched chunks. He produces another, throws it at his feet, 
  and disappears, still laughing,  into the ensuing cloud of 
  smoke. 
       A slender elf quickly mixes liquids and herbs in a small 
  bowl. She applies the mixture to an arrow wound on an 
  injured dwarf's side, which immediately stops bleeding. 
       Whether their methods are explosive, transformative, or  
                                 restorative, alchemists live to transmute  
                                                    the world around them to  
                                                     their liking. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chemical Reactions 
  One of the first things an alchemist learns is how to mix 
  chemicals that react explosively with each other. 
  Ostensibly, this is taught to students to prevent deadly 
  accidents, but adventuring alchemists often utilize this 
  knowledge to create bombs to use in combat and 
  exploration. 
       An alchemical bomb is a 1-pound, apple-sized, spherical 
  glass or clay flask filled with a reactive chemical. A smaller 
  vial of thin glass containing a reagent is suspended in the 
  liquid, and the whole thing is sealed with a cork or wax 
  seal. The chemicals violently explode when mixed. This 
  occurs when the inner vial breaks, usually after the bomb 
  impacts a solid surface or a fuse sets off a small explosive 
  detonator within the vial. Bombs are primarily used to fend 
  off enemies, but creative alchemists may find more 
  practical uses for explosives, such as demolishing 
  obstacles. 
       More experienced alchemists learn to mix less volatile 
  substances, some of which can replicate magical effects. 
  Many become apothecaries, healing and creating potions 
  for others. Apothecaries can use herbs and chemicals to 
  heal wounds, cure diseases, and neutralize poison. 
   
   
   
   
   
  
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  Elemental Sciences 
  The primary source of alchemy's power comes from the 
  elemental planes. It is no surprise, then, that alchemists 
  strive to tap deeper into that power, researching and 
  discovering new compounds composed of the elements. 
  The pinnacle of alchemy is the philosopher's stone, which 
  is rumored to grant its bearer supreme elemental power. 
  Few alchemists have succeeded in creating a philosopher's 
  stone, and fewer still remain alive to divulge its secrets. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Creating an Alchemist 
  When you create an alchemist, consider why your character 
  studies alchemy. Are you attracted to its dangerous power, 
  or its ability to help others? Do you desire to use magic, but 
  lack the aptitude or inborn ability? Is your character an 
  insane pyromaniac or a rational, scientific individual? Why 
  do you adventure? Are you searching for new alchemical 
  formulae, or rare ingredients? Do you, like so many, seek 
  the philosopher's stone? 
       Be sure to understand alchemy’s place in your campaign 
  world. You might have learned your trade from a master, or 
  studied alongside artificers and wizards in a university. 
  Your trade might be commonplace or an oddity. Depending 
  on the setting, you might be respected for your knowledge 
  or feared for your destructive potential. 
   
   
   
   
   
   
   
  Level 
  Proficiency 
  Bonus 
  Bomb 
  Damage 
  Features 
  Discoveries 
  Known 
  Bomb 
  Formulae 
  Known 
  1st 
  +2 
  1d10 
  Bombs, Natural Philosopher 
  – 
  – 
  2nd 
  +2 
  1d10 
  Bomb Formulae 
  – 
  3 
  3rd 
  +2 
  1d10 
  Field of Study 
  – 
  3 
  4th 
  +2 
  2d10 
  Ability Score Improvement, 
  Firecracker 
  – 
  3 
  5th 
  +3 
  2d10 
  Discoveries 
  2 
  4 
  6th 
  +3 
  2d10 
  Brew Potions 
  2 
  4 
  7th 
  +3 
  2d10 
  Field of Study Feature 
  2 
  4 
  8th 
  +3 
  3d10 
  Ability Score Improvement 
  3 
  5 
  9th 
  +4 
  3d10 
  Brew Potions (Improved) 
  3 
  5 
  10th 
  +4 
  3d10 
  Field of Study Feature 
  3 
  5 
  11th 
  +4 
  4d10 
  – 
  4 
  6 
  12th 
  +4 
  4d10 
  Ability Score Improvement 
  4 
  6 
  13th 
  +5 
  4d10 
  Evasion 
  4 
  6 
  14th 
  +5 
  4d10 
  Brew Potions (Improved) 
  4 
  6 
  15th 
  +5 
  5d10 
  – 
  5 
  7 
  16th 
  +5 
  5d10 
  Ability Score Improvement 
  5 
  7 
  17th 
  +6 
  5d10 
  Field of Study Feature 
  5 
  7 
  18th 
  +6 
  6d10 
  – 
  6 
  8 
  19th 
  +6 
  6d10 
  Ability Score Improvement 
  6 
  8 
  20th 
  +6 
  6d10 
  Philosopher’s Stone 
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  The Alchemist 
  
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  Quick Build 
  You can make an alchemist quickly by following these 
  suggestions. First, make Intelligence your highest ability 
  score, followed by Dexterity. Choose Strength or 
  Constitution as your next highest if you plan to take the 
  Mutagenist or Xenoalchemist Field of Study. 
  Class Features 
  As an alchemist, you gain the following class features. 
  Hit Points 
  Hit Dice: 1d6 per alchemist level 
  Hit Points at 1st Level: 6 + your Constitution modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your 
  Constitution modifier per alchemist level after 1st 
  Proficiencies 
  Armor: Light Armor 
  Weapons: Simple weapons 
  Tools: Alchemist’s supplies 
  Saving Throws: Dexterity, Intelligence 
  Skills: Choose three from Arcana, History, Insight, 
  Medicine, Nature, Perception, Sleight of Hand, and 
  Survival. 
  Equipment 
  You start with the following equipment, in addition to the 
  equipment granted to you by your background: 
  • (a) a light crossbow and 20 bolts or (b) any simple 
  weapon 
  • (a) an explorer's pack or (b) a scholar's pack 
  • alchemist's supplies and a component pouch 
  • leather armor and two daggers 
  Natural Philosopher 
  You have learned many things about alchemy during your 
  studies. Starting at 1st level, you can add half your 
  proficiency bonus, rounded up, to all skill checks made to 
  identify herbs, potions, poisons, or other alchemical 
  substances. If you are proficient with such a skill, this 
  bonus stacks with your normal proficiency bonus. 
   
   
   
   
   
   
   
   
   
   
  Bombs 
  Starting at 1st level, you can create volatile alchemical 
  bombs using your alchemist's supplies and material 
  components. The cost of materials necessary to create these 
  bombs is negligible, but you must have alchemist's supplies 
  and a component pouch on hand to create anything. After 
  24 hours, an unused bomb becomes inert. 
       You are proficient with your bombs and can’t throw 
  more than 1 bomb per round. You do not have 
  disadvantage when throwing a bomb while within 5 feet of 
  a hostile creature. If you miss your attack roll with a bomb, 
  the bomb does not explode. When a creature without 
  proficiency with bombs makes an attack roll with one, there 
  is a 50% chance that the bomb detonates before being 
  thrown, dealing full damage to the attacker. 
       Your bombs are finesse thrown weapons with a range of 
  30/60 feet. Unlike other thrown weapons, you add your 
  Intelligence modifier to damage, rather than Strength or 
  Dexterity. On a hit, the target takes 1d10 fire damage and 
  each creature within 5 feet of it must succeed a Dexterity 
  saving throw or take half as much damage. You can also 
  choose to throw a bomb at an empty space within range, 
  which is considered to have an AC of 10.  
       The amount of damage dealt by your bombs increases as 
  you gain levels in this class, as shown in the Bomb Damage 
  column of the Alchemist table. 
       Saving Throws. When your bombs call for a saving 
  throw, its save DC is calculated as follows: 
  Bomb save DC = 8 + your proficiency bonus + your 
  Intelligence modifier 
  Bomb Formulae 
  Beginning at 2nd level, your research has granted you 
  insight into new formulae for your bombs. Select three 
  bomb formulae from the “Bomb Formulae” section below. 
  You can apply a formula to one of your bombs when you 
  make an attack with it. When you gain certain levels, you 
  learn additional formulae of your choice, as shown in the 
  Bomb Formulae Known column of the Alchemist table. 
  
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       Additionally, when you gain a level in this class, you 
  can choose one of the formula you know and replace it with 
  another formula. 
  Field of Study 
  While all alchemists share a common knowledge base, 
  most alchemists specialize into a particular field of study. 
  When you reach 3rd level, you select your field of study. 
  Your field choice grants you features at 3rd level and then 
  again at 7th, 10th, and 17th 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. 
  Firecracker 
  At 4th level, you can use your bonus action to surprise a 
  creature within 10 feet with a small mundane explosive. 
  The creature can't take reactions until the start of its next 
  turn. 
  Discoveries 
  In the course of your research, you have made a number of 
  discoveries regarding the nature of alchemy. At 5th level, 
  you gain two discoveries of your choice. When you gain 
  certain alchemist levels, you gain additional discoveries of 
  your choice, as shown in the Discoveries Known column of 
  the Alchemist table. 
       Additionally, when you learn a new discovery, you can 
  choose one of the discoveries you know and replace it with 
  another discovery that you could learn at that level. 
  Brew Potions 
  At 6th level, you learn to create magical potions with ease 
  and speed. You have a number of alchemy points equal to 
  half your alchemist level (rounded up). During a long rest, 
  you can brew potions by expending these points. You 
  regain all expended alchemy points when you finish a long 
  rest. The potions retain potency 24 hours, after which they 
  become inert. 
       You can brew potions of climbing, growth, healing, and 
  water breathing for 1 alchemy point each. At 9th level, you 
  can brew potions of heroism and resistance for 2 alchemy 
  points each and at 14th level you can brew potions of 
  invisibility and speed for 3 alchemy points each. 
  Evasion 
  Beginning at 13th level, your experience with avoiding 
  your own bombs' explosions has granted you the ability to 
  nimbly dodge out of the way of certain area effects, such as 
  a red dragon’s fiery breath or an ice storm spell. When you 
  are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you 
  instead take no damage if you succeed on the saving throw, 
  and only half damage if you fail. 
   
  Philosopher’s Stone 
  At 20th level, you unlock the secrets of alchemy. Using 
  your alchemist's supplies and 1000 gold pieces worth of 
  materials, you can spend 1 week of work creating a 
  philosopher's stone, a dynamo of elemental energy encased 
  in a fist-sized, glowing jewel. Your philosopher's stone 
  only works in your possession, and you can only have 1 at 
  a time. To any other creature, it is just an ordinary (if 
  beautiful) gemstone. As long as you possess your 
  philosopher's stone, you gain the following benefits. 
  • You age 10 times slower than normal, and your age 
  cannot be magically changed. 
  • You have advantage on saving throws against disease 
  and poison. 
  • As an action, you can transmute a vial of water into any 
  potion you can brew, which becomes inert after 24 
  hours. You must complete a short or long rest before 
  you can do this again. 
       The philosopher’s stone also has devastating destructive 
  potential. As a bonus action when you throw a bomb, you 
  can replace its reagent with the philosopher's stone, 
  creating a nuclear bomb. A nuclear bomb has a blast radius 
  of 500 feet, dealing 10d10 + 50 damage to all creatures in 
  the area. 
   
   
   
   
   
   
   
   
   
  
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  Fields of Study 
  All alchemists learn the basics of their science: the 
  elements, chemical reactions, and alchemical formulae. 
  Beyond that, alchemists pick up a specialty which they 
  practice and research in depth. Some focus on the healing 
  arts, and some focus on destruction, where others focus on 
  research or potion-brewing. Fields of study are as varied as 
  the alchemists which research them, and have applications 
  equally as diverse.  
  Apothecary 
  Many practically-minded alchemists assume the role of the 
  apothecary. An adventuring party always needs a healer, 
  and clerics might be in short supply. On their downtime, 
  such alchemists have a marketable skill to depend upon for 
  income. Apothecaries are constantly at work studying 
  potions and herbology. 
  Bonus Proficiencies 
  When you select this field of study at 3rd level, you gain 
  proficiency with the herbalism kit and with the Medicine 
  skill. You can craft potions of healing with the herbalism 
  kit as if you were a wizard of the same level using the 
  normal rules for crafting a magic item. 
  Painkiller Bomb 
  At 3rd level, you can create bombs which spray an 
  analgesic oil. As a bonus action when you throw a bomb, 
  you can replace its contents with this oil, changing it to a 
  painkiller bomb. The bomb can then be thrown as normal 
  or splashed on a creature within your reach. You 
  automatically succeed on attack rolls made with this bomb 
  against a willing creature. Painkiller bombs do not have a 
  blast radius and deal no damage. Instead, on a hit, the target 
  gains temporary hit points equal to 2d4 + your Intelligence 
  modifier for 1 minute. This amount increases by 1d4 at 8th 
  level, 11th level, 15th level, and 18th level. 
       After a creature gains temporary hit points from a 
  painkiller bomb, it cannot be effected by another one until 
  it finishes a short or long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Quick Hands 
  Starting at 7th level, as a bonus action, you can drink a 
  potion or safely pass a potion to a willing creature within 
  15 feet of you that has at least 1 hand free. As an action, 
  you can pass a number of potions and bombs up to your 
  Dexterity modifier to willing creatures within range. 
  Bonus Potions 
  At 10th level, when you take a long rest, you can brew 
  potions of greater healing and poison for 2 alchemy points 
  each, which become inert after 24 hours. 
  Panacea 
  At 17th level, during a long rest, using 5 alchemy points 
  and materials worth at least 100 gp (which are consumed 
  upon use,) you can distill the essence of universal healing, 
  the panacea. When you drink this potion, you instantly gain 
  the following benefits: 
  • Any reduction to the creature's ability scores or hit 
  points is ended. 
  • The creature's hit points are restored to maximum. 
  • The creature is no longer cursed, blinded, deafened, 
  paralyzed, poisoned, or petrified. It loses all levels of 
  exhaustion. 
  • All the creature's diseases are cured. 
       The panacea must be consumed within 24 hours, after 
  which it becomes inert. You can re-brew it for no 
  additional cost. 
   
  
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  Formulaeist 
  Ill-content to simply make explosives that maim and injure, 
  some alchemists focus their alchemical studies on the 
  researching new, nonlethal bombs. By probing the lesser-
  known alchemical processes and merging them with 
  advanced ballistics engineering, you can create bombs 
  which perform a variety of utility functions which rival the 
  powers of arcane magic. 
  Bonus Proficiencies 
  At 3rd level, you gain proficiency in the Arcana skill, and 
  may add double your proficiency bonus to Intelligence 
  (Arcana) checks if you already have proficiency in this 
  skill. 
  Bomb Slinger 
  At 3rd level, you have developed a mechanical device, like 
  a miniature trebuchet, called a bomb slinger, which allows 
  you hurl bombs with greater efficiency. As a bonus action 
  when you throw a bomb on your turn, you can load a bomb 
  into the slinger to throw it with a range of 60/120 feet. 
  Flash Bomb 
  At 7th level, you can make nonlethal bombs which flare 
  brightly. As a bonus action when you throw a bomb, you 
  can replace the bomb’s contents with a packet of flash 
  power, changing it into a flash bomb. A flash bomb deals 
  no damage, but the target and each creature in the blast 
  radius must succeed on a Dexterity saving throw be blinded 
  until the beginning of your next turn. After a creature has 
  failed a saving throw against a flash bomb, it automatically 
  succeeds on all subsequent saving throws against them, as 
  it knows to shield its eyes from the blast. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Darkness Bomb 
  At 7th level, you can make bombs that shroud an area in 
  magical darkness. As a bonus action when you throw a 
  bomb, you can replace the bomb’s contents with enchanted 
  pitch, changing it into a darkness bomb. A darkness bomb 
  deals no damage but creates a 10-foot-radius sphere of 
  magical darkness for 1 minute. The darkness spreads 
  around corners. A creature with darkvision can’t see 
  through this darkness, and nonmagical light can’t 
  illuminate it. 
       If you use another one of these bombs while a previous 
  bomb is still in effect, the effect of the old bomb ends. 
  Potion Bombs 
  Beginning at 10th level, you can create bombs infused with 
  the essences of spells, much like potions often are. When 
  you take a long rest, you can create disruption bombs for 1 
  alchemy point each and hallucination bombs and terror 
  bombs for 2 alchemy points each. At 17th level, you can 
  create temporal bombs for 2 alchemy points each. 
  Disruption Bomb 
  You can make nonlethal bombs which disrupt the nature of 
  magic, causing spells to fail. As a bonus action when you 
  throw a bomb, you can replace the bomb’s contents with 
  enchanted powdered iron, changing it into a disruption 
  bomb. A disruption bomb deals no damage, but affects 
  active spells in its radius. Any spell of 4th level or lower 
  within the blast radius ends. For each spell of 5th level or 
  higher, you must make an Intelligence check with a save 
  DC of 10 + the spell’s level. On a successful check, the 
  spell ends. 
   
  
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  Hallucination Bomb 
  You can create nonlethal bombs which intoxicate those 
  who are caught in its blast. As a bonus action when you 
  throw a bomb, you can replace the bomb’s contents with a 
  few drops of a potent narcotic, changing it into a 
  hallucination bomb. A hallucination bomb deals no 
  damage, but creates an opiate cloud when it explodes. The 
  target and all creatures in the blast radius must succeed on a 
  Wisdom saving throw or be afflicted as with the spell 
  confusion. You do not need to concentrate on this effect. 
  Terror Bomb 
  You can create nonlethal bombs which fill its targets with 
  dread. As a bonus action when you throw a bomb, you can 
  replace the bomb's contents with a bit of enchanted blood, 
  changing it into a fear bomb. A fear bomb deals no damage 
  but creates a cloud of terror-inducing fog when it explodes. 
  The target and all creatures in the blast radius must succeed 
  on a Wisdom saving throw or be frightened of you as with 
  the spell fear. You do not need to concentrate on this effect. 
  Temporal Bomb 
  You can make nonlethal bombs which distort the fabric of 
  time. As a bonus action, you can replace the bomb's 
  contents with an arcane gyroscope, selecting either Slow or 
  Haste, changing it into a temporal bomb. You can 
  automatically hit a willing creature with a temporal bomb 
  without making an attack roll. A temporal bomb deals no 
  damage and has no blast radius, but the target is effected in 
  one of the following ways. 
       If you use another one of these bombs while a previous 
  bomb is still in effect, the effect of the old bomb ends. 
       Haste. The target creature is accelerated through time. 
  For a number of rounds equal to your Intelligence modifier, 
  its speed is doubled, it gains a +2 bonus to AC, it has 
  advantage on Dexterity saving throws, and it gains an 
  additional action on each of its turns. That action can be 
  used only to take the Attack (one weapon attack only), 
  Dash, Disengage, Hide, or Use an Object action. 
       Slow. The target lags through time. For a number of 
  rounds equal to your Intelligence modifier, its speed is 
  halved, it takes a -2 penalty to AC and Dexterity saving 
  throws, and it can’t use reactions. On its turn, it can use 
  either an action or a bonus action, not both. Regardless of 
  the creature’s abilities or magic items, it can’t make more 
  than one melee or ranged attack during its turn. 
   
   
  Mad Bomber 
  While many "mad bombers" aren't actually mad, it takes a 
  special kind of crazy to devote one's life to studying 
  explosives. Most alchemists who specialize in this field are 
  incorrigible pyromaniacs who take great pleasure in 
  burning, blasting, and blowing things up. Mad bombers are 
  always working to improve their bombs' effectiveness. 
  Bonus Proficiencies 
  When you select this field of study at 3rd level, you gain 
  proficiency with 1 martial melee weapon and 1 martial 
  ranged weapon. 
  Shrapnel Bomb 
  At 3rd level, you can make bombs that explode in a shower 
  of shrapnel. As a bonus action when you throw a bomb, 
  you can uncork it and fill it with metal bearings, changing it 
  to a shrapnel bomb. A shrapnel bomb deals piercing 
  damage rather than fire damage, and has a 10-foot radius. 
  Demolition 
  At 7th level, you learn to use your bombs to damage and 
  destroy structures. You now make your bombs to accept 
  fuses of various lengths. As an action, you can set a bomb 
  and light its fuse, which has a duration of your choice 
  between 1 round and 5 minutes. You can only have one 
  bomb with a lit fuse at a time. Upon detonation, this bomb 
  deals its damage as normal, but also deals double damage 
  any nonmagical object within 5 feet of it that isn't being 
  worn or carried and also ignores its damage threshold.  
  Additional Potions 
  At 10th level, when you take a long rest, you can brew 
  potions of hill giant strength and vials of oil of slipperiness 
  for 2 alchemy points each, which become inert after 24 
  hours. 
  Black Powder 
  Beginning at 17th level, you have unlocked the alchemical 
  secrets of black powder and have infused your bombs with 
  its devastating potential. Your normal bombs have d12 
  damage dice and ignore fire damage resistance. Creatures 
  with immunity to fire damage are instead treated as only 
  having resistance to it. 
   
   
   
  
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  Mutagenist 
  The study of alchemy is fundamentally the study of 
  transformation. All alchemists transmute mundane 
  materials into magical substances: potions, poultices, and 
  bombs, yet some take it one step further. You have 
  discovered the secrets of the mutagen, the very keystone of 
  transmutation, which allows you to transform your very 
  body, gaining supernatural strength or speed, sprouting 
  additional limbs or claws, or thickening your skin into a 
  stony aegis. 
  Bonus Proficiencies 
  At 3rd level, you gain proficiency in Acrobatics or 
  Athletics and in the use of shields. 
   
   
  Mutagen 
  Beginning at 3rd level, you can use your bonus action to 
  inject yourself or a willing creature within your reach with 
  a powerful transmutative potion known as a mutagen. That 
  creature gains one of the following benefits of your choice 
  for 1 minute: 
  • The creature's Strength score increases by 3, to a 
  maximum of 20. 
       Additionally, it grows claws, fangs, spines, horns, or 
  a different natural weapon of your choice. The creature’s 
  unarmed strikes deal 1d6 bludgeoning, piercing, or 
  slashing damage, as appropriate to the natural weapon 
  you chose, and it is proficient with unarmed strikes. 
  Finally, the natural weapon is magic and the creature has 
  a +1 bonus to the attack and damage rolls it makes using 
  it. 
       At 7th level, the creature also adds 1d4 to the damage 
  of its melee attacks. 
  • The creature's Dexterity score increases by 3, to a 
  maximum of 20. 
       Additionally, its limbs lengthen and become more 
  limber. Its walking speed increases by 10 feet and has 
  advantage on all Dexterity saving throws. 
       At 7th level, the creature's melee attacks gain Reach 
  if they did not have it already. 
  • The creature's Constitution score increases by 3, to a 
  maximum of 20. Additional hit points gained from this 
  increase are temporary hit points, and cannot be 
  regained once lost by using this feature until you 
  complete a short or long rest. 
       Additionally, the creature's skin hardens and turns a 
  dark shade of grey. Its AC increases by 2. 
       At 7th level, the creature also reduces all damage it 
  takes from nonmagical bludgeoning, piercing, and 
  slashing damage by 2. 
  Only one mutagen can be active at a time. If you inject a 
  new mutagen while another is still in effect, the effects of 
  the previous mutagens end. 
  Additional Potions 
  At 10th level, when you take a long rest, you can brew 
  potions of diminution and hill giant strength for 2 alchemy 
  points each, which become inert after 24 hours. 
  Permanent Mutation 
  Beginning at 17th level, you gain the permanent effects of 
  1 mutagen. This mutagen option, once selected, cannot be 
  changed. You can use mutagens as normal, though you 
  cannot benefit from the effects of the same mutagen twice. 
   
  School of Alchemy 
  Your campaign setting might have entire universities or 
  guilds devoted to the study of alchemy, or perhaps 
  alchemy classes offered wherever wizards learn their 
  trade. Alternatively, alchemy could be handled in a 
  master-apprentice fashion, as knowledge is passed 
  down the generations. Or even, perhaps, it is a fringe 
  belief or taboo, practiced only in the shadows. 
       Whatever its nature in your setting, alchemy is a 
  major addition to any world. Especially in low-magic or 
  nonmagical settings, or in those with a greater focus on 
  technology, alchemy might even supplant magic as one 
  of society's cornerstone utilities. 
   
  
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  Xenoalchemist 
  A small number of alchemists elect to experiment on 
  themselves, subtly modifying their anatomy or even 
  outright attaching new body parts. These experiments are 
  often considered unethical and dangerous, even by other 
  alchemists, and those that practice them are branded 
  Xenoalchemists. As Xenalchemists progress in their 
  studies, they invariably stumble upon the dangerous 
  practice of alchemical necromancy. 
  Xenobiology 
  Starting when you select this field of study at 3rd level, you 
  have advantage on all ability checks made to identify or 
  learn about monsters. 
  Mad Scientist 
  Starting at 3rd level, you have learned a way to reanimate 
  dead appendages and alchemically graft them to yourself. 
  You can attach one graft from the Monstrous Grafts section 
  below to yourself during a long rest. Such grafts are 
  permanent, but can be removed and exchanged for a 
  replacement part over a long rest. 
       To attach a graft, you must have a healer's kit, 
  alchemist's supplies, and a knife (or a facility with access to 
  such tools), as well as the components harvested from a 
  donor of the correct type for that graft. The components 
  must have been harvested from a creature within the last 48 
  hours, or been preserved by gentle repose or a similar spell. 
  It takes 10 minutes to successfully remove a viable graft 
  from a creature. Only one part can be harvested from each 
  creature slain, and the part is consumed when making the 
  graft. If such a part is too large or small, it is alchemically 
  enlarged or reduced to fit. You cannot harvest grafts from 
  Tiny or smaller creatures, or from Gargantuan or larger 
  creatures. 
      The process of attaching or removing a graft is brutal, 
  and the creature loses half its hit points and expends all of 
  its hit dice, which it can then recover through magic or rest. 
  For 24 hours, the creature must recover after the attachment 
  of the graft, during which time it can't use the effects of its 
  grafts. 
       You may have a maximum number of grafts equal to 
  your proficiency bonus. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sleep Bomb 
  At 7th level, you can make bombs that anesthetize a 
  creature for a short time. As a bonus action when you throw 
  a bomb, you can replace the bomb's explosive reagent with 
  a few drops of a potent sedative, changing it to a sleep 
  bomb. A sleep bomb deals no damage and has no blast 
  radius. On a hit with a sleep bomb, roll damage as normal 
  and apply any relevant modifiers. If the target creature is 
  not a construct, elemental, or undead, and has fewer hit 
  points than the amount rolled, it falls unconscious for a 
  number of rounds equal to your Intelligence modifier. 
       If you use another one of these bombs while a previous 
  bomb is still in effect, the effect of the old bomb ends. 
  Bonus Potions 
  Starting at 10th level, when you take a long rest, you can 
  brew potions of hill giant strength and poison for 2 
  alchemy points each, which become inert after 24 hours. 
  
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  It’s Alive! 
  When you reach 17th level, you have perfected your special 
  process for alchemically animating dead flesh. You can 
  create a special type of flesh golem known as an alchemy 
  golem in an 8-hour process during a long rest. You must 
  have a healer's kit, alchemist's supplies, and a knife (or a 
  facility with access to such tools), as well as at least three 
  recently deceased humanoid corpses, to complete this 
  process. 
       When the alchemy golem drops to 0 hit points, it dies. 
  At any time, you can reanimate the golem in a process that 
  takes 10 minutes. 
       Your alchemy golem acts independently on its own turn, 
  but always obeys your commands. On each of your turns, 
  you can use a bonus action to mentally command your 
  golem if it is within 60 feet of you. You decide what action 
  the golem will take and where it will move during its next 
  turn, or you can issue a general command, such as to guard 
  a particular chamber or corridor. If you issue no 
  commands, the golem only defends itself against hostile 
  creatures. Once given an order, the golem continues to 
  follow it until its task is complete. 
       You can attach up to three monstrous grafts to your 
  alchemy golem without penalty. You may only have one 
  alchemy golem at a time, and you cannot create a 
  homunculus at the same time you have an alchemy golem. 
  If you animate an alchemy golem while you command a 
  homunculus, the homunculus dies, and cannot be 
  reanimated while you command the golem. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Alchemy Golem 
  Medium construct, neutral 
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d8 + 32) 
  Speed 30 ft. 
   
  STR 
  17 (+3) 
  DEX 
  9 (-1) 
  CON 
  18 (+4) 
  INT 
  6 (-2) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 5 (1,800 XP) 
  Aversion of Fire. Whenever the alchemy golem takes fire 
  damage, it has disadvantage on ability checks and attack rolls 
  until the end of its next turn.  
  Immutable Form. The alchemy golem is immune to any spell 
  or effect that would alter its form. 
  Lightning Absorption. Whenever the alchemy golem is 
  subjected to lightning damage, it takes no damage and 
  instead regains a number of hit points equal to half the 
  lightning damage dealt. 
  Magic Resistance. The alchemy golem has advantage on 
  saving throws against spells and other magical effects. 
  Monstrous Grafts. The alchemy golem’s weapon attacks, 
  including monstrous grafts added by its creator, are magical. 
  Monstrous grafts have a +6 attack bonus, deals three times 
  the normal number of damage dice, and add 5 to damage 
  rolls. The alchemical golem can only have 1 graft in each slot. 
  ACTIONS 
  Multiattack. The alchemy golem makes two attacks with any 
  of its monstrous grafts. 
  Slam (arm slot). Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  
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  Monstrous Grafts 
  You can attach any graft which you have harvested from 
  the proper donor. Each graft takes up a slot on your body, 
  and you cannot have more than one graft in the same spot. 
  For instance, if you already have an arm graft, you must 
  remove it before you can attach a different arm graft.  
  Amphibious Adaptation 
  Donor Type: Aberration, Dragon, Fey, Humanoid, or 
  Monstrosity with the Amphibious feature 
  Slot: Head 
  You have grafted the gills of an aquatic creature to your 
  neck. You can breathe both air and water. Additionally, you 
  attach minimal fins, and gain a swim speed equal to your 
  movement speed. 
  Appendage Transplant 
  Donor Type: Aberration, Beast, Dragon, Humanoid, or 
  Monstrosity, or Undead with a melee attack not provided 
  by a weapon 
  Slot: Arms 
  You have replaced one of your arms with an extremity 
  from a donor creature. You can gain an attack that the 
  creature possessed, granted to it by one of its limbs, such as 
  a stinger, tentacle, tail, hook, or talon, which deals 1d6 
  bludgeoning, piercing, or slashing damage, as appropriate. 
  You can use this attack independently, or as if you were 
  two weapon fighting. You cannot use this appendage to 
  hold a weapon or object. 
       At 10th level, this attack deals 1d8 damage and is 
  considered magical for the purpose of overcoming 
  resistance and immunity to nonmagical attacks and 
  damage. 
  Arcane Synapses 
  Donor Type: Aberration, Fey, Giant, Humanoid, or 
  Monstrosity with the Innate Spellcasting feature 
  Slot: Head 
  You have stolen a bit of arcane potential from a creature by 
  inserting some of its nerves into your brain. You learn 1 
  cantrip of your choice from the wizard spell list. 
  Intelligence is your casting ability for this cantrip. 
       At 10th level, you improve the nervous interaction and 
  learn an additional wizard cantrip. 
   
   
   
   
   
   
   
   
   
   
   
  Bestial Features 
  Donor Type: Beast, Dragon, Monstrosity with Bite or 
  Claw attack 
  Slot: Head and/or Arms 
  You have surgically implanted the teeth and claws from a 
  monster into yourself. You gain a bite attack, which deals 
  1d6 piercing damage, and two claw attacks, which deal 1d4 
  slashing damage. You can use these attacks independently, 
  or as if you were two weapon fighting. 
       The claws occupy the Arm slot and the bite occupies the 
  Head slot. You can add or remove parts of this graft 
  independently. 
       At 10th level, these attacks are considered magical for 
  the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage. 
  Bonemail 
  Donor Type: Beast, Giant, Humanoid, or Undead with a 
  skeleton 
  Slot: External 
  While you’re not wearing armor, your AC is equal to 14 + 
  your Dexterity modifier (maximum +2) 
  Climbing Apparatus 
  Donor Type: Beast, Humanoid, or Monstrosity with a 
  climb speed 
  Slot: Legs 
  You have replaced or complemented your limbs with those 
  of a climbing creature. You gain a climb speed equal to 
  your movement speed. 
       When you reach 10th level, you alchemically improve 
  the limbs, can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability 
  check. 
   
   
  Extraplanar Creatures 
  Harvesting grafts from celestials, elementals, and fiends 
  is extremely difficult, as these creatures typically return 
  to their home plane once slain. It is possible to gain 
  grafts from a celestial or fiend if it has been captured 
  within a magic circle spell, slain, harvested, and 
  surgically attached immediately. Because this is an 
  immensely difficult feat, celestials, elementals, and 
  fiends will not be listed as typical Donor Types, but 
  your Game Master can allow them if the appropriate 
  conditions are met. 
   
  
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  Construct Core 
  Donor Type: Construct 
  Slot: Internal 
  You have replaced your heart with the core from a 
  construct. As a result, you can ignore the effects of 1 level 
  of exhaustion, and you only need to rest for 4 hours to gain 
  the same benefit that a human does from 8 hours of sleep. 
  Draconis Fundamentum 
  Donor Type: Dragon or Monstrosity with a Breath attack 
  Slot: Internal 
  You have installed the mighty source of breath weapons 
  into yourself, and as an action on your turn, you can exhale 
  a wave of energy. Each creature in a 15-foot cone must 
  make a Dexterity saving throw against your Bomb Save 
  DC. On a failed save, the creature takes 2d6 damage of 
  same type as the donor's breath weapon, or half as much on 
  a successful one. Once you have used this feature, you must 
  finish a short or long rest before you can use it again. 
       At 10th level, this damage increases to 4d6. 
  Energetic Suture 
  Donor Type: Celestial, Dragon, Elemental, or Fiend with 
  resistance to fire, cold, lightning, or poison damage 
  Slot: External 
  You have managed to capture the essence of extraplanar 
  resistance to magic. You gain resistance to one of fire, cold, 
  lightning, or poison damage if the donor had resistance to 
  it. 
   
   
   
   
   
   
   
  Flexible Form 
  Donor Type: Aberration, Humanoid, or Monstrosity with 
  the shapechanger subtype 
  Slot: Internal 
  You have alchemically transfused the blood of a 
  shapechanger into yourself. You can change your form as 
  per the spell alter self (to use only the Change Appearance 
  option), targeting only yourself and requiring no spell slots, 
  spell components, or concentration. 
  Indiscernible Anatomy 
  Donor Type: Aberration 
  Slot: Internal 
  You have modified the placement and composition of your 
  internal organs to a bizarre extent. You take no additional 
  damage from critical hits. 
  Infrared Vision 
  Donor Type: Aberration, Beast, Dragon, Fey, Giant, 
  Humanoid, or Monstrosity with the darkvision 
  Slot: Head 
  You have replaced your own eyes with those of a monster 
  with keen vision. You gain darkvision, the ability to see in 
  dim light within 120 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can't discern 
  color in darkness, only shades of gray. 
       At 10th level, you can see through magical darkness, as 
  well as nonmagical darkness. 
  Leaping Legs 
  Donor Type: Beast or Humanoid with the Standing Leap 
  feature 
  Slot: Legs 
  You have attached the springing parts of a long-legged 
  creature, tripling your jump distance. 
   
   
   
   
   
   
   
   
   
   
  
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  Nauseating Stench 
  Donor Type: Humanoid or Undead with the Stench feature 
  Slot: Internal 
  As an action, you can release a stench contained within an 
  organ taken from the donor creatures. Each creature 
  adjacent to you must make a Constitution saving throw or 
  be poisoned until the end of its next turn. 
      Once you have used this feature, you must finish a short 
  or long rest before you can use it again. 
  Olfactory Implants 
  Donor Type: Beast, Giant, Humanoid, or Monstrosity with 
  the Keen Smell feature 
  Slot: Head 
  You have replaced or modified your nose with that of a 
  creature with keen smell. You have advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Oversized Arms 
  Donor Type: Giant 
  Slot: Arms 
  You have replaced your arms with massive ones. Your 
  melee attacks gain Reach if they did not have it already. 
  Resilient Hide 
  Donor Type: Aberration, Dragon, Fey, Humanoid, 
  Monstrosity, or Plant with natural armor 
  Slot: External 
  You have transplanted the tough hide of an exotic creature 
  onto your own, giving you a +2 bonus to Armor Class. 
  Troll Blood 
  Donor Type: Aberration or Giant with the Regeneration 
  feature 
  Slot: Internal 
  You have infused your own blood with that of a 
  regenerating creature. On your turn, you can use a bonus 
  action to regain hit points equal to 1d10 + your 
  Constitution modifier. 
       Once you use this feature, you must finish a long rest 
  before you can use it again. When you reach 10th level, 
  you can use this feature twice between long rests. 
   
   
   
   
   
   
   
   
   
   
   
  Venom Sac 
  Donor Type: Aberration, Beast, Dragon, Monstrosity 
  which can deal poison damage or poison a creature with 
  an attack not provided by a weapon 
  Slot: Internal 
  You have installed an internal bladder which secretes 
  poison from your body. You can coat a weapon or attack 
  provided by another graft in basic poison as a bonus action. 
  Voice Box 
  Donor Type: Beast, Fey, or Humanoid with the Mimicry 
  feature 
  Slot: Head 
  You have augmented your own vocal folds with those of a 
  creature that can mimic sounds. You can mimic any sounds 
  you have heard, including voices. A creature that hears the 
  sounds can tell they are imitations with a successful 
  Wisdom (Insight) check opposed by your Bomb Save DC. 
  Webspinner Apparatus 
  Donor Type: Beast or Monstrosity with a Web attack 
  Slot: Internal 
  You have surgically implanted an arachnid's apparatus to 
  spin webs. As an action, you can make a ranged weapon 
  attack against a creature within 30 feet. On a hit, the 
  creature must make a Strength saving throw or be 
  restrained. It can repeat this saving throw at the beginning 
  of each of its turns, escaping from the webbing on a 
  success. The creature can also be freed if the webbing is 
  destroyed. The webbing has AC 10, 5 hit points, resistance 
  to bludgeoning damage, and immunity to poison and 
  psychic damage. 
  Wings 
  Donor Type: Beast, Dragon, Fey, Humanoid, or 
  Monstrosity with a fly speed and wings 
  Slot: External 
  You have grafted a pair of wings to your back. You can 
  glide through the air over short distances, falling 5 feet for 
  every 20 feet you travel horizontally. 
       When you reach 15th level, you can make the wings 
  stronger, and you gain a flight speed equal to your 
  movement speed. 
  
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  Bomb Formulae 
  Bomb formulae are presented in alphabetical order.  
  Acid Bomb 
  You can make bombs which spray a corrosive acid. As a 
  bonus action when you throw a bomb, you can replace the 
  bomb's explosive reagent with an acidic one, changing it to 
  an acid bomb. An acid bomb deals acid damage instead of 
  fire damage, and has d8 damage dice. Additionally, the 
  target, as well as all creatures within the blast radius that 
  fail their saving throws, take an additional 2d4 acid damage 
  at the end of its next turn. 
  Forceful Bomb 
  You can make especially volatile bombs. As a bonus action 
  when you throw a bomb, you can replace the bomb's 
  explosive reagent with an elemental one, changing it to a 
  force bomb. A forceful bomb deals force damage instead of 
  fire damage, and has d8 damage dice. Additionally, the 
  target, as well as all creatures within the blast radius that 
  fail their saving throws, are pushed 5 feet away from the 
  blast. 
  Frost Bomb 
  You can make bombs that generate a cryogenic burst of 
  intense cold. As a bonus action when you throw a bomb, 
  you can replace the bomb's explosive reagent with an 
  elemental one, changing it to a frost bomb. A frost bomb 
  deals cold damage instead of fire damage and has d8 
  damage dice. Additionally, the target must make 
  Constitution saving throw. On a failed save, it can't make 
  more than one melee or ranged attack until the start of your 
  next turn. 
  Holy Bomb 
  You can infuse a bomb with holy water. As a bonus action 
  when you throw a bomb, you can add a few drops of holy 
  water to the bomb, changing it to a holy bomb. A holy 
  bomb has d8 damage dice. If its target is a fiend or undead, 
  it takes an additional 4d6 radiant damage. 
  Implosion Bomb 
  You can create a bomb which produces a small singularity, 
  pulling creatures to its center. As a bonus action when you 
  throw a bomb, you can replace the bomb's explosive 
  reagent with an elemental one, changing it to an implosion 
  bomb. An implosion bomb deals force damage instead of 
  fire damage, and has d8 damage dice. Additionally, all 
  creatures within 15 feet must make a Strength saving throw 
  or are pulled up to 5 feet toward the bomb’s target. 
  Laughing Gas Bomb 
  You can make nonlethal bombs which afflict your foes 
  with fits of laughter. As a bonus action when you throw a 
  bomb, you can replace the bomb's contents with a drop of 
  jesterate, a highly euphoric chemical, changing it into a 
  laughing gas bomb. A laughing gas bomb deals poison 
  damage instead of fire damage, and has d4 damage dice. 
  Instead of a Dexterity saving throw, creatures in the blast 
  radius must make a Constitution saving throw. The target 
  also makes a Constitution saving throw. Each creature that 
  fails its saving throw begins laughing uncontrollably, and 
  has disadvantage on attack rolls until the beginning of your 
  next turn. On a successful save, a creature is immune to the 
  effects of laughing gas bombs for 24 hours. 
  Lightning Bomb 
  You can make bombs that generate a burst of electricity. As 
  a bonus action when you throw a bomb, you can replace the 
  bomb's explosive reagent with an elemental one, changing 
  it to a lightning bomb. A lightning bomb deals lightning 
  damage instead of fire damage, and has d8 damage dice. 
  Additionally, the target, as well as all creatures within the 
  blast radius that fail their saving throws, cannot take 
  reactions until the beginning of your next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Nonlethal Bomb 
  You can make a nonlethal bomb, designed to incapacitate 
  rather than kill. As a bonus action when you throw a bomb, 
  you can replace the bomb's explosive reagent with a pouch 
  of rubber pellets, changing it to a nonlethal bomb. A 
  nonlethal bomb deals bludgeoning damage instead of fire 
  damage, and has d8 damage dice. If this bomb reduces a 
  creature to 0 hit points, it knocks the creature out, rather 
  than killing it, rendering it unconscious and stable. 
  Oil Bomb 
  You can make nonlethal bombs which cover the ground in 
  a slick oil. As a bonus action when you throw a bomb, you 
  can replace the bomb's contents with a flask of flame-
  resistant oil, changing it into an oil bomb. An oil bomb 
  deals no damage, but covers a 10-foot square of ground 
  centered on the explosion with grease, turning it into 
  difficult terrain for 1 hour, when it dries. Additionally, the 
  target, and each creature in the blast radius must succeed on 
  a Dexterity saving throw or be covered in oil and fall prone. 
  Psionic Bomb 
  You can make psionic bombs which addle the minds of 
  those in the blast. As a bonus action when you throw a 
  bomb, you can replace the bomb's reagent with a psionic 
  crystal, changing it into a psionic bomb. A psionic bomb 
  deals psychic damage instead of fire damage and has d8 
  damage dice. The target and each creature in the blast 
  radius concentrating on a spell must succeed a 
  concentration check against your Bomb save DC or lose 
  concentration. 
  Seeking Bomb 
  You can make a homing bomb which arcs towards close 
  targets when you would otherwise miss. As a bonus action 
  when you throw a bomb, you can add an enchanted 
  powerful natural magnet to its contents, changing it to a 
  seeking bomb. A seeking bomb has no blast radius and d6 
  damage dice. Attack rolls made with a seeking bomb 
  against targets within 15 feet are made with advantage. 
  Stink Bomb 
  You can create bombs that produce putrid, noxious gas. As 
  a bonus action when you throw a bomb, you can replace the 
  bomb's explosive reagent with an ounce of a toxic 
  compound, changing it into a stink bomb. A stink bomb 
  deals poison damage instead of fire damage, and has d8 
  damage dice. Instead of a Dexterity saving throw, creatures 
  in the blast radius must make a Constitution saving throw. 
  The target also makes a Constitution saving throw. Each 
  creature that fails its saving throw begins to choke 
  uncontrollably, and has disadvantage on ability checks until 
  the beginning of your next turn. 
  Smoke Bomb 
  You can make nonlethal bombs that generate smoke. As a 
  bonus action when you throw a bomb, you can replace the 
  bomb's reagent with a less explosive one, changing it to a 
  smoke bomb. A smoke bomb deals no damage, but creates 
  a 20-foot-radius sphere of fog. The sphere spreads around 
  corners, and its area is heavily obscured. It lasts for a 
  number of rounds equal to your Intelligence modifier or 
  until a wind of moderate or greater speed (at least 10 miles 
  per hour) disperses it. 
       If you use another one of these bombs while a previous 
  bomb is still in effect, the effect of the old bomb ends. 
  Sonic Bomb 
  You can make bombs that generate a deafening boom. As a 
  bonus action when you throw a bomb, you can replace the 
  bomb's explosive reagent with a different one, changing it 
  to a sonic bomb. A sonic bomb deals thunder damage 
  instead of fire damage, and has d8 damage dice. 
  Additionally, the target, as well as all creatures within the 
  blast radius that fail their saving throws, are deafened until 
  the beginning of your next turn. 
  Tanglefoot Bomb 
  You can make nonlethal bombs which explode with a glue-
  like resin. As a bonus action when you throw a bomb, you 
  can replace a bomb’s contents with a hardened block of 
  resin which liquefies in the explosion, changing it into a 
  tanglefoot bomb. A tanglefoot bomb deals no damage and 
  has no blast radius, but its target must make a Dexterity 
  saving throw or be glued to the floor, reducing its speed to 
  zero. At the end of each of its turns, the creature can break 
  the resin with a successful DC 12 Strength check. 
  
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  Teleportation Bomb 
  You can make nonlethal bombs which make small tears in 
  the weave, teleporting you a short distance. As a bonus 
  action when you throw a bomb, you can replace a bomb’s 
  contents with a glowing arcane crystal, changing it into a 
  teleportation bomb. A teleportation bomb deals no damage 
  and has no blast radius, but if it explodes within 30 feet of 
  you, you instantly teleport to its location. 
  Thorn Bomb 
  You can make bombs which envelop the ground in thorny 
  vines. As a bonus action when you throw a bomb, you can 
  replace the bomb’s contents with a vial of extremely potent 
  fertilizer, changing it into a thorn bomb. A thorn bomb 
  deals no damage, but causes the ground in a 10-foot radius 
  to sprout hard spikes and thorns. When a creature moves 
  into or within the area, it takes 2d4 piercing damage for 
  every 5 feet it travels. This amount of damage increases by 
  1d4 at 8th level, 11th level, 15th level, and 18th level. 
  These spikes shrivel and die after 1 minute. 
       If you use another one of these bombs while a previous 
  bomb is still in effect, the effect of the old bomb ends. 
  Withering Bomb 
  You can make bombs which waste away living things. As a 
  bonus action when you throw a bomb, you can add a 
  desiccating chemical to the bomb’s reagent, changing it to a 
  withering bomb. A withering bomb deals necrotic damage 
  instead of fire damage, and has d8 damage dice. 
  Additionally, the target, as well as all creatures within the 
  blast radius that fail their saving throws, can’t regain hit 
  points until the start of your next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Discoveries 
  If a discovery has prerequisites, you must meet them to 
  learn it. You can learn the discovery at the same time that 
  you meet its prerequisites. You can only learn a discovery 
  once, unless otherwise specified. 
  Alchemist Apron 
  You have developed a special apron to assist in your 
  alchemical experiments. It is flame-retardant and resistant 
  to caustic substances, granting you resistance to fire and 
  acid damage. 
  Alchemist Goggles 
  You have invented a pair of goggles which enhance your 
  sight and protect your eyes. While wearing the alchemist 
  goggles, you gain darkvision: you can see in dim light 
  within 60 feet of you as if it was bright light, and in 
  darkness as if it were dim light. You can't discern color in 
  darkness, only shades of grey. If you already have 
  darkvision, the goggles increase your range by 60 feet. 
       Additionally, while wearing your goggles, you can use 
  your bonus action to activate or deactivate aura vision. 
  While active, you can see magical auras, as per the spell 
  detect magic. You can use your aura vision for a total of 10 
  minutes each day, and regain expended time when you 
  finish a long rest. 
       Lastly, while wearing your goggles, you are immune to 
  being blinded. 
  Arcane Study 
  You learn two cantrips of your choice from the wizard spell 
  list. Your casting modifier for these cantrips is Intelligence. 
  
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  Aqua Fortis 
  Using your alchemist's supplies, you can spend 1 hour to 
  create a vial of aqua fortis, a very strong acid that rapidly 
  dissolves organic material and most metals. This vial can 
  be splashed or thrown at a creature like common acid. On a 
  hit, a creature takes 3d6 acid damage, followed by an 
  additional 2d6 acid damage at the start of your next turn 
  and another 1d6 acid damage at the start of the turn after 
  that. 
       If a vial of aqua fortis is splashed on a nonmagical 
  object that isn't being worn or carried, it will dissolve a 1-
  foot cube of it. If splashed on a suit of armor or a shield, the 
  object takes a permanent and cumulative -1 penalty to the 
  AC it offers. If splashed on a weapon, it takes a permanent 
  and cumulative -1 penalty to damage rolls. It has no effect 
  on gold, glass, stone, and adamantine objects or magical 
  items. 
       You can have up to 3 vials of aqua fortis prepared at a 
  time. 
  Ballistics Research 
  You learn one additional bomb formula. You can select this 
  discovery multiple times. Each time you do so, you must 
  select a different formula. 
  Blast Coat 
  You have developed a laboratory coat, specially treated to 
  protect you from your own explosions. You automatically 
  succeed any saving throws against your own bombs. 
  Chameleon Concoction 
  During a short or long rest, you can prepare a single dose of 
  an alchemical potion that changes the color of your skin to 
  match the color and texture of your natural surroundings. 
  You can drink this potion as a bonus action to camouflage 
  for an hour. While camouflaged, you have advantage on 
  Dexterity (Stealth) checks to avoid being seen. This potion 
  loses potency when you take a long rest if it has not been 
  used. You can only have one of these potions at a time. 
  Clotting Agent 
   You have developed a serum that protects you from harm. 
  Your hit point maximum increases by your alchemist level 
  + your Constitution modifier, and increases by 1 again 
  whenever you gain a level in this class. 
  Craft Homunculus 
  Using a special alchemical process requiring 8 hours of 
  work, you can create a homunculus. A homunculus 
  functions as a familiar summoned by the find familiar spell, 
  with several differences: 
  • The telepathic link between you and your homunculus 
  functions at any distance, provided you and your 
  homunculus are on the same plane of existence.  
  • Your homunculus is a construct.  
  • You cannot dismiss your homunculus as you would a 
  familiar.  
  • Your homunculus cannot assume a different form.  
  • When your homunculus dies, its body remains, and can 
  be reanimated as a ritual requiring 1 hour of work.  
  • Your homunculus is able to take the Attack action on its 
  turn. 
  Detonation Theorem 
  When you throw a bomb, you can add your Intelligence 
  modifier, instead of Strength or Dexterity, to its attack roll. 
  Explosive Missile 
  You can rig arrows and crossbow bolts with explosive 
  heads. As a bonus action, you can attach a small vial of 
  chemicals from one of your bombs to the head of a 
  projectile. On a hit, the projectile deals additional fire 
  damage equal to half of your bomb damage dice, rounded 
  down (minimum 1d10). The projectile does not have a blast 
  radius. 
  Fire Brand 
  You can mix your bomb's reagents together and apply the 
  fiery concoction to a melee weapon as a bonus action. Until 
  the end of your next turn, this melee weapon deals an 
  additional 1d6 fire damage on a hit. At 11th level, this 
  damage increases to 2d6. 
  Fire Eater 
  Instead of throwing a bomb, you can choose to use your 
  action to drink the bomb's contents and spit them out in a 
  15-foot cone. All creatures within the cone must make a 
  Dexterity saving throw. A creature takes the full damage of 
  the bomb instead of half on a failed save, or half as much 
  (instead of none) on a successful one. When you use a 
  bomb in this way, you take 2 points of fire damage for each 
  of your bomb's damage dice. 
   
   
   
   
   
   
   
  
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  Fire in the Hole 
  You have tweaked your bomb’s formula to increase the 
  explosive yield. The blast radius of your bombs ignores 
  cover, and your Bomb Save DC increases by 1. 
  Landmine 
  You can bury a bomb with a pressure trigger, changing it 
  into a landmine which explodes when a creature steps on it. 
       You can bury such a bomb with 1 minute of digging. 
  You can have a number of landmines up to your 
  Intelligence modifier at one time. When a creature of Small 
  size or larger steps on the spot where a landmine is buried, 
  it must make a Dexterity saving throw. On a failed save the 
  creature takes full damage from the bomb, or half as much 
  on a successful save. 
        A creature can detect the presence of a buried landmine 
  with a Wisdom (Perception) check opposed by your 
  Charisma (Deception) check. After burying it, you can take 
  10 minutes to carefully disguise the landmine, and checks 
  made to discover it are made at disadvantage. 
  Pickled Quasit 
  You have learned how to seal a quasit in a bottle, which 
  you can release when thrown. You can prepare one such 
  bottle when you take a short or long rest by summoning the 
  quasit directly into the bottle, and you can only have one 
  bottled quasit at a time. You can throw the bottle as an 
  action, which breaks upon impact, releasing the quasit 
  where it lands. The quasit rolls its own initiative and acts 
  on its own turn. It is nonhostile toward you, but will attack 
  any other creature. The quasit returns to its home plane at 
  the end of 1 minute, or whenever it is reduced to 0 hit 
  points. 
   
   
   
   
   
   
   
   
   
   
   
  Precision Explosives 
  Prerequisite: Formulaeist Field of Study 
  You have modified your bombs to have narrow gaps in 
  their explosions, perfect for keeping some creatures safe 
  from the blast. You can choose up to 2 creatures in the blast 
  radius of a bomb other than the target. These creatures 
  automatically succeed their saving throws against the bomb 
  and take no damage from it. 
  Skeletal Augmentation 
  Prerequisite: Mutagenist Field of Study  
  You have developed an alchemist concoction which makes 
  your bones metallic. Your AC can never be lower than 16. 
  Surgical Precision 
  Prerequisite: Xenoalchemist Field of Study  
  You can use your knowledge of anatomy to strike creatures 
  in their vital organs. Once per turn, you can deal an extra 
  1d6 damage to one creature you hit with an attack if you 
  have advantage on the attack roll. The attack must use a 
  finesse or a ranged weapon. 
       You don’t need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and you don’t have disadvantage on the 
  attack roll. 
       At 8th level, this bonus damage increases to 2d6 and at 
  15th level it increases to 3d6. 
  Syringe 
  Using a sophisticated hypodermic needle, you can 
  administer a potion to a willing creature within your reach 
  as a bonus action. If the creature is unwilling, you can 
  administer a potion to it with a successful melee attack. 
  Body Bomb 
  Prerequisite: 8th level, Xenoalchemist Field of Study 
  During a short or long rest, you can take 10 minutes to 
  surgically embed a bomb into your familiar, homunculus, 
  alchemy golem, or a zombie that you raised. On the 
  creature's turn, you can, as a reaction, telepathically 
  command it to detonate the bomb, which reduces the 
  creature to 0 hit points. Alternately, if the creature is 
  reduced to 0 hit points, the bomb goes off automatically. 
  All creatures in a 10-foot radius of the blast must make a 
  Dexterity saving throw. A creature takes the full bomb's 
  damage on a failed save, or half as much on a successful 
  one. 
   
   
  
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  Draught of Necromancy 
  Prerequisite: 8th level, Brew Potions feature 
  During a long rest, you can prepare a single dose of an 
  alchemical potion that reanimates corpses for 3 alchemy 
  points. You can pour this potion on a corpse or a pile of 
  bones as an action, causing it to reanimated as if it was the 
  target of an animate dead spell. This potion loses potency 
  after 24 hours.  
  Dual Mutation 
  Prerequisite: 8th level, Mutagenist Field of Study 
  You have discovered how to keep two mutagens active at 
  the same time, provided one of them is injected in yourself 
  and the other is injected in another creature. If you inject a 
  new mutagen while two are already active, the appropriate 
  mutagen ends. 
  Field Laboratory 
  Prerequisite: 8th level, Brew Potions feature  
  For 100 gp, you can purchase enough alchemist supplies to 
  construct a field laboratory, which can be set up or torn 
  down in 30 minutes. If torn down, these supplies can be 
  reused and do not need to be repurchased to set up again. 
  When you brew potions over a long rest using a field 
  laboratory, you can spend 2 additional alchemy points. 
  Grenadier 
  Prerequisite: 8th level, Mad Bomber Field of Study  
  When you take the Attack action and attack with a weapon 
  that you’re holding in one hand, you can use a bonus action 
  to throw a bomb. 
  Idiot-Proof Bombs 
  Prerequisite: 8th level, Formulaeist Field of Study 
  You can build bombs with stringent built-in safety devices. 
  When you take a long rest, you can create a number of 
  idiot-proof bombs equal to your Intelligence modifier. You 
  can have not more than 5 idiot-proof bombs created at any 
  time. A creature that is not proficient with bombs can use 
  an idiot-proof bomb without the risk that it will explode 
  before being thrown. However, the safety mechanisms 
  make these bombs less efficient; idiot-proof bombs deal 
  half the damage dice of a regular bomb and have a range of 
  15/30 feet. 
  Lazarus Bolt 
  Prerequisite: 8th level, Apothecary Field of Study 
  As an action, you can drive a bolt into the torso of a 
  creature that has died within the last minute and shock it 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  back to life with electricity. That creature returns to life 
  with 1 hit point. This feature can’t return to life a creature 
  that has died of old age, nor can it restore any missing body 
  parts. 
       Once you use this ability, you can’t use it again until 
  you finish a short or long rest. 
  Poisoner 
  Prerequisite: 8th level, Brew Potions feature 
  You have extensively studied poisonous herbs, and you 
  know how to mix them into potent poisons. You gain 
  proficiency with the poisoner's kit. During a short or long 
  rest, you can brew a vial of basic poison for 1 alchemy 
  point or a vial of serpent venom for 2 alchemy points. The 
  poison retains potency for 24 hours, after which it becomes 
  inert. 
  Rocket Bomb 
  Prerequisite: 8th level  
  You have developed a special rocket-propelled bomb, and a 
  cannon from which to fire it. As an action, you can fire a 
  rocket bomb, which is a normal bomb with a range of 120 
  feet and a 10-foot blast radius. You can’t target individual 
  creatures with a rocket bomb. You instead make attack rolls 
  targeting a location you can see within range, which is 
  considered to have an AC of 10. 
  
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  Sandstone Solution 
  Prerequisite: 8th level 
  When you take a short or long rest, you can create a single 
  dose of sandstone solution. Sandstone solution can be 
  poured onto a surface of solid, nonmagical stone or onto 
  nonmagical mud, sand, or quicksand. When poured onto 
  stone, a 10-foot deep, 20-foot radius of the stone becomes 
  soft mud for 1 hour. 
       When poured into mud, sand, or quicksand a 10-foot 
  deep, 20-foot radius region of the material become solid 
  stone for 1 hour. Any creature inside it when it becomes 
  stone must make a Dexterity saving throw or be restrained 
  by the rock. The restrained creature can break free by 
  succeeding on a Strength check (DC 20) or by dealing 25 
  damage to the rock around it. Once freed, the creature is 
  shunted safely to the surface in an unoccupied space. 
  Alchemy of Influence 
  Prerequisite: 11th level, Brew Potions feature 
  You can brew potions of clairvoyance and mind reading 
  and philters of love for 2 alchemy points each, and potions 
  of animal friendship for 1 alchemy point each. 
  Construct Bomb 
  Prerequisite: 11th level 
  During a long rest, you can assemble a rolling construct 
  around one of your bombs, creating a construct bomb. A 
  construct bomb is a tiny construct with 1 hit point, an AC 
  of 10, and a movement speed of 35 feet. It takes it turn on 
  your initiative, though it doesn’t act unless you command it 
  to. If a construct bomb is ever reduced to 0 hit points, it 
  detonates, dealing damage to creatures and objects in its 
  blast radius as a normal bomb. 
       As an action, you can command one or more of your 
  construct bombs to detonate, each targeting a creature 
  within 5 feet of it. Make a ranged attack roll for each 
  construct bomb. On a hit, the construct bomb detonates as 
  if it were a normal bomb, dealing damage to the target and 
  those in the blast radius. On a miss, the bomb does not 
  explode. 
       You can have up to 3 construct bombs at a time. 
  Alchemy of Change 
  Prerequisite: 15th level, Brew Potions feature 
  You can brew potions of flying and gaseous form for 3 
  alchemy points each and potions of diminution for 1 
  alchemy point each. 
   
   
  Elixir of Life 
  Prerequisite: 15th level, Apothecary Field of Study 
  During a long rest, using your alchemist's supplies and 
  materials worth at least 1000 gp (which are consumed upon 
  use), you can brew a powerful elixir which, when poured 
  over a corpse, acts as if a resurrection spell has been cast 
  upon it. The target must not have been dead for longer than 
  1 year. 
       Additionally, if a living creature drinks the elixir, it 
  functions as if a regenerate spell was cast upon the drinker. 
       The elixir must be consumed within 24 hours, after 
  which it becomes inert. You can re-brew an elixir for no 
  additional cost. 
  Shaped Charge 
  Prerequisite: 15th level, Mad Bomber Field of Study 
  You can set your bombs to explode in different patterns. As 
  part of your attack when you throw a bomb, you can 
  change that bomb's blast radius to a 15-foot cone or a 20-
  foot line, originating from the target's space in a direction 
  of your choice. 
  Superformula 
  Prerequisite: 15th level, Formulaeist Field of Study 
  Due to tenacious engineering and brilliant innovation, you 
  have managed to infuse explosive core in previously 
  nonlethal bombs. If a bomb formulae deals no damage to 
  the target, it instead deals half the number of damage dice 
  to the target on a hit.  
  The Doctor Is In 
  Prerequisite: 15th level, Xenoalchemist Field of Study 
  You can attach monstrous grafts to other creatures. Doing 
  so reduces the creature’s maximum hit points by 10. These 
  changes remain until the graft is detached, at which point 
  they immediately revert to normal. Any grafts given to 
  other creatures still count against your maximum number of 
  grafts. 
  True Mutagen 
  Prerequisite: 15th level, Mutagenist Field of Study 
  When you take a long rest, you can prepare a single dose of 
  pure mutagen, which causes savage mutations. It is keyed 
  to your biology; it has no effect on other creatures and you 
  can only have 1 dose prepared at a time.  
       When you inject it, you gain the benefits of all mutagen 
  options for 1 minute, the ability score bonuses from these 
  options are + 5, to a maximum of 22, and you may make an 
  additional attack when you take the Attack action on your 
  turn. 
  
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  Drugs 
  Though magic is a powerful force, it can be difficult for a 
  commoner to obtain the benefits and enhancements magic 
  can offer. In the space between pure natural ability and 
  magical enhancement, there are drugs. Though they may be 
  natural or alchemical in origin, the effect is the same: 
  benefit, with a heavy cost. While unrestrained usage can 
  quickly lead to addiction and potentially death, many of the 
  substances listed below can have their penalties mitigated 
  under the right circumstances, especially in a medical 
  setting. 
  Drug Penalties 
  When imbibing a drug, you gain a benefit at the cost of 
  some sort of penalty. A drug's effects and penalties last for 
  the amount of time specified or until you take a long rest, 
  whichever is shorter, unless otherwise specified. 
  Overdose 
  Some drugs have an overdose effect, an immediate 
  negative effect caused by consuming too much of the drug 
  in a short period of time, i.e. between long rests. You have 
  an Overdose score, which represents how likely it is for 
  you to Overdose (OD). When you consume a drug, add its 
  OD modifier to your Overdose score then roll a 
  Constitution saving throw with a DC of your Overdose 
  score. On a failed save, you take the OD effects of each 
  drug in your system. Your Overdose score resets to 0 when 
  you take a long rest. 
  Addiction 
  When you take a long rest after consuming one or more 
  drugs, you must make a saving throw against each drug's 
  addiction DC: failure causes you to become addicted to that 
  drug. While addicted, you gain one permanent level of 
  exhaustion; this level of exhaustion can be suppressed until 
  your next long rest by consuming another dose of the drug. 
  For Physical drugs, this is a Constitution saving throw 
  against poison; for mental drugs, this is a Wisdom saving 
  throw against charm effects. 
        Addiction effects and lingering overdose effects can be 
  cured by the remove curse or greater restoration spell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Alcohol 
  Type: Physical 
  Benefit: For one hour, you have advantage on saving 
  throws against fear effects, and you gain 2 temporary hit 
  points. For each additional dose you take, the effects last 
  for an additional hour and you gain an additional 2 
  temporary hit points. 
  Penalty: For one hour, you have disadvantage on Dexterity 
  and Wisdom checks and saving throws. For each 
  additional dose you take, the effects last for an additional 
  hour. 
  OD: +1. You are knocked unconscious for an hour and 
  take 1d4 poison damage for each dose you consumed. 
  Addiction: DC = 8 + 1 for each day in a row you consume 
  the drug. 
  Berserker Dust 
  Type: Physical 
  Benefit: Upon consuming a dose of berserker dust, for one 
  minute you have advantage on Strength checks and 
  Strength saving throws and, when you make a melee 
  weapon attack using Strength, you gain a +2 bonus to the 
  damage roll. For each additional dose you take, the 
  effects last for an additional minute. 
  Penalty: You take 1 damage at the beginning of each of 
  your turns while you are under the effects of berserker 
  dust. 
  OD: +4. You lose control and begin to attack the creature 
  nearest to you that you can see until you take a short rest. 
  Addiction: DC = 14 + 1 for each day in a row you 
  consume the drug. 
  Disclaimer 
  The rules presented here are neither an advertisement 
  nor a condemnation of illegal drug use; it is merely a 
  mechanical system for representing a facet of the real 
  world that might be appropriate in some fantasy 
  settings, particularly those that deal heavily with 
  alchemy. 
  
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  Dragon’s Milk 
  Type: Physical 
  Benefit: For one hour, you gain resistance to bludgeoning, 
  piercing, and slashing damage from non-magical 
  weapons. For each additional dose you take, the effects 
  last for an additional hour. 
  Penalty: For one hour, you have disadvantage Intelligence, 
  Wisdom, and Charisma checks and saving throws. 
  Additionally, during combat, you may only take an action 
  or a bonus action on your turn, not both. For each 
  additional dose you take, the effects last for an additional 
  hour. 
  OD: +2. You gain one level of exhaustion for each dose 
  you consumed. 
  Addiction: DC = 16 + 1 for each day in a row you 
  consume the drug. 
  Greenweed 
  Type: Mental 
  Benefit: For 1 hour, you have advantage on Wisdom 
  checks and saving throws. For each additional dose you 
  take, the effects last for an additional hour. 
  Penalty: For 1 hour, you become lethargic. Your 
  movement speed is reduced by 10 feet, and you have 
  disadvantage on Perception checks. For each additional 
  dose you take, the effects last for an additional hour. 
  OD: +0. This drug has no overdose effect, and you do not 
  roll an OD check when you consume it. 
  Addiction: DC = 8 + 1 for each day in a row you consume 
  the drug. 
  Quickdust 
  Type: Physical 
  Benefit: For 1 hour, your movement speed increases by 10 
  feet and you have advantage on initiative checks. For 
  each additional dose you take, you gain a cumulative +1 
  to initiative checks. 
  Penalty: For one hour, when you move, you must move 
  your entire movement speed. Once you enter a space in 
  your movement, you can't enter that space again on this 
  turn. For each additional dose you take, the effects last 
  for an additional hour. 
  OD: +3. You to take 1d10 poison damage for each dose 
  you consumed. 
  Addiction: DC = 12 + 1 for each day in a row you 
  consume the drug. 
   
  Warlock Crystal 
  Type: Mental 
  Benefit: For one hour, you may take an additional bonus 
  action or reaction on each of your turns. For each 
  additional dose you take, the effects last for an additional 
  hour. 
  Penalty: While under the influence of Warlock crystal you 
  may not benefit from short rests. If you take a number of 
  doses of warlock crystal equal to 1 + your Wisdom 
  modifier between long rests, you do not gain any healing 
  or recover any expended class abilities during your next 
  long rest. 
  OD: +2. You take 1d8 poison damage for each dose you 
  consumed. 
  Addiction: DC = 18 + 1 for each dose you consumed. 
  Wizard’s Toadstool 
  Type: Mental 
  Benefit: For one hour, you can cast the cantrip 
  prestidigitation and have advantage on Insight checks. 
  For each additional dose, the effects last for an additional 
  hour. 
  Penalty: You have disadvantage on Concentration checks. 
  OD: +2. You experience vivid hallucinations and have 
  disadvantage on ability checks. 
  Addiction: DC = 10 + 1 for each day in a row you 
  consume the drug. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Art Credits 
  Pg. 1. “Valley Ruins” by Butteredbap is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy 
  of this license, visit https://creativecommons.org/licenses/by/3.0/ 
  Pg 6. "Alchemy: Squaring the circle" by Lapis-Philosophorum is licensed under the Creative Commons Attribution 3.0 License. 
  To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/ 
  Pg 10. "Surgical-Anatomical Tables by Anton Nuhn, 1846" by Double-M is licensed under the Creative Commons Attribution 
  2.0 Generic License. To view a copy of this license, visit https://creativecommons.org/licenses/by/2.0/ 
  To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/ All other art is original work or available 
  through the public domain. 
       “Alchemist” on page 1 was commissioned by Martin Kirby. 
       All other art in this book is public domain. 
   
  License 
  This material is being released under the Open Gaming License. 
  This material is being released under the Open Gaming License. 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.  
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Complete Alchemist Copyright 2016, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson 
   
  END OF LICENSE 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Complete Alchemist.pdf