An Alchemist turns careful observation and portable reagents into battlefield support. Rather than relying on conventional spellcasting, an Alchemist brews short-lived draughts that bolster allies, hinder foes, and turn preparation into a tactical advantage. Their craft rewards choosing the right formula, timing its use, and staying close enough to help.
A measured hand, a useful vial, and one more chance to turn the tide.
Support
AAlchemist
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d8
PrimaryIntelligenceConstitution
Features
24, levels 1 to 20
1Level 1, reached
Alchemical Training
You gain proficiency with alchemist’s supplies and herbalism kits. You can use Intelligence instead of Dexterity for Sleight of Hand checks made to handle or administer a potion, and you learn the Brew Potions feature.
Potion Formulae
You learn two options from the Potion Formulae list. Your formula save DC equals 8 + your Proficiency Bonus + your Intelligence modifier, and your formula attack modifier equals your Proficiency Bonus + your Intelligence modifier.
Reagent Reserve
You have reagent points equal to your Proficiency Bonus + your Intelligence modifier (minimum 2). You regain all spent points when you finish a Long Rest; you also recover 1 spent point when you finish a Short Rest.
Brew Potions
With suitable materials and alchemist’s supplies, you can spend 1 hour to brew three doses, rolling randomly on Potion Formulae for each, or 30 minutes to brew one dose of a formula you know. Each dose costs 1 reagent point, lasts until your next Long Rest, and can be administered to a willing creature as a Bonus Action or thrown at a point you can see within 30 feet as an action. A dose’s effect and save DC are determined when it is used; an unwilling creature can resist a dose by succeeding on its listed saving throw. You can have no more than your Proficiency Bonus doses at once.
2Level 2
Emergency Antidote
When you or a creature you can see within 30 feet takes damage, you can use your Reaction and expend 1 reagent point to reduce that damage by 1d8 + your Intelligence modifier. The reduction increases to 2d8 at level 10 and 3d8 at level 18.
3Level 3
Alchemical Discipline
Choose Chemist, Alchemancer, or Blood Alchemist. Your subclass grants features at levels 3, 6, 10, and 14.
Field Analyst
You can take the Study action as a Bonus Action, and you gain proficiency in one skill from your class skill options.
4Level 4
Ability Score Improvement
5Level 5
Reliable Formulas
Your reagent reserve increases by 2. When you brew a dose, you can choose a formula you know instead of rolling randomly, without changing the brewing time or cost.
6Level 6
Discipline Feature
Your Alchemical Discipline grants a feature.
7Level 7
Protective Tincture
When you administer a dose to an ally, that creature gains Temporary Hit Points equal to your Intelligence modifier (minimum 1). A creature can gain these Temporary Hit Points only once per turn.
8Level 8
Ability Score Improvement
9Level 9
Efficient Batch
When you brew doses, you can brew one additional dose for the same total reagent cost, provided you have enough points and do not exceed your dose limit.
10Level 10
Discipline Feature
Your Alchemical Discipline grants a feature. Your Emergency Antidote reduces damage by 2d8 + your Intelligence modifier.
11Level 11
Expanded Repertoire
You learn two additional options from Potion Formulae. When you roll randomly to determine a dose, roll twice and choose either result.
12Level 12
Ability Score Improvement
13Level 13
Counteractive Dose
When a creature you can see within 30 feet fails a saving throw against one of your doses, you can use your Reaction to let it reroll the save. You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses on a Long Rest.
14Level 14
Discipline Feature
Your Alchemical Discipline grants a feature.
15Level 15
Master Brewer
Your reagent reserve increases by 2. Once per Long Rest, you can brew one dose you know without spending a reagent point.
16Level 16
Ability Score Improvement
17Level 17
Ready Vial
When you or an ally within 30 feet rolls Initiative, you can use your Reaction to administer one dose to that creature without spending an action. The dose must already be brewed.
18Level 18
Improved Emergency Antidote
Your Emergency Antidote reduces damage by 3d8 + your Intelligence modifier. You also regain 2 reagent points when you finish a Short Rest.
19Level 19
Epic Boon
You gain the Ability Score Improvement feature and an Epic Boon feat for which you qualify.
20Level 20
Grand Formula
When you brew a dose, it costs no reagent point. Once you use this benefit, you cannot do so again until you finish a Long Rest. In addition, when you roll Initiative and have no reagent points, you regain 4.
Core traits
Hit die
d8
Primary
IntelligenceConstitution
Saves
ConstitutionIntelligence
Hit pointsHit Die: per Alchemist level; 8 + your Constitution modifier at level 1, then (or 5) + your Constitution modifier per Alchemist level thereafter.
DefensesFormula save DC: 8 + Proficiency Bonus + Intelligence modifier.
ArmorLight armor.
WeaponsSimple weapons.
ToolsAlchemist’s supplies, herbalism kit.
Saving ThrowsConstitution, Intelligence.
SkillsChoose two from Arcana, Investigation, Medicine, Nature, Perception, Sleight of Hand, and Survival.
Skill choicesArcana, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival
ResourceReagent points, used to brew doses; your reserve scales with level and Intelligence and recovers on rests as described in class features.
MulticlassingPrerequisite: Intelligence 13. When you multiclass into Alchemist, you gain proficiency with alchemist’s supplies. Your Alchemist levels determine your Alchemist features; reagent points and prepared-dose limits use your Alchemist level and Proficiency Bonus as specified by those features.
Spells and options
1st-level spell effects (Alchemancer only)
2nd-level spell effects (Alchemancer only)
3rd-level spell effects (Alchemancer only)
4th-level spell effects (Alchemancer only)
Potion Formulae
When brewing randomly, roll a d8 to select a formula. Each dose is one-use; an enemy targeted by a dose makes the listed saving throw against your formula save DC.
Mending Tonic
The drinker regains Hit Points equal to + your Intelligence modifier. This healing increases to at level 11 and at level 17.
Fleetfoot Elixir
For 1 minute, the drinker’s Speed increases by 10 feet, and it has Advantage on Dexterity saving throws.
Ironbark Draught
For 1 minute, the drinker gains a bonus to AC and Advantage on saving throws against being Frightened.
Keenstrike Serum
For 1 minute, the drinker has Advantage on the next attack roll it makes on each of its turns.
Clinging Resin
One creature hit by the thrown dose must succeed on a Constitution saving throw or have its Speed reduced to 0 until the start of your next turn.
Bitter Fume
One creature hit by the thrown dose must succeed on a Constitution saving throw or be Poisoned until the end of its next turn.
Repulsion Salts
One creature hit by the thrown dose must succeed on a Strength saving throw or be pushed up to 10 feet away from the impact point and knocked Prone.
Clearblood Wash
The drinker ends one condition affecting it: Blinded, Deafened, or Poisoned.
Subclasses
3
Chemist
Harness sulfur, zinc, and other natural elements in precise reactions.
Elemental Reagents: learn elemental mixtures and adapt damage types.
Reactive Catalyst: add elemental resistance or damage to a dose.
Living Reaction: create a brief area effect from prepared compounds.
Alchemancer
Bottle borrowed magic in a vessel that lasts only until dawn or a long rest.
Spell Bottles: prepare limited spell-like effects in potions.
Stored Incantation: choose a spell effect when brewing a specialized dose.
Lasting Imbuement: improve the flexibility of temporary magical mixtures.
Blood Alchemist
Transform the blood of fallen creatures into potent, perilous poisons.
Sanguine Reagent: harvest usable material from recently fallen creatures.
Blood Venom: brew potent poisons with a limited number of doses.
Red Harvest: turn a defeated foe’s vitality into a dangerous battlefield toxin.
Playing one
What it is
An Alchemist turns careful observation and portable reagents into battlefield support.
Rather than relying on conventional spellcasting, an Alchemist brews short-lived draughts that bolster allies, hinder foes, and turn preparation into a tactical advantage. Their craft rewards choosing the right formula, timing its use, and staying close enough to help.
How to play one
Prepare doses before trouble, then spend combat turns choosing whether to help an ally, debilitate an enemy, or protect someone with Emergency Antidote.
Your strongest turns come from anticipating who will need what; you are a support specialist, not a front-line damage dealer. Check with your DM that your character can acquire suitable brewing materials during the campaign.
Make one
Personality
I explain everyday problems in terms of useful ingredients and reactions.
Ideal
Care: Knowledge is worthless unless it eases someone’s suffering.
Bond
I owe my life to the mentor who taught me to distinguish a remedy from a poison.
Flaw
I keep testing my theories even when the situation plainly calls for retreat.
Quirk
Labels every vial with a tiny drawing as well as a name.
Personality
I explain everyday problems in terms of useful ingredients and reactions.
I take careful notes, even when everyone else is in a hurry.
I offer practical help before I offer advice.
I stay calm when plans fail because failed experiments are still evidence.
Ideals
Care: Knowledge is worthless unless it eases someone’s suffering.
Curiosity: Every strange substance has a lesson worth learning.
Restraint: The power to change a body demands the discipline to leave it unchanged.
Bonds
I owe my life to the mentor who taught me to distinguish a remedy from a poison.
I carry a vial made by someone I lost, hoping to learn what it was meant to do.
My traveling companions are my finest experiment—and the people I refuse to endanger.
Flaws
I keep testing my theories even when the situation plainly calls for retreat.
I find it difficult to trust a remedy I did not prepare myself.
I can become so focused on a problem that I overlook the person suffering from it.
Quirks
Labels every vial with a tiny drawing as well as a name.
Sniffs the air before entering a new room.
Taps glass twice to check whether it is cracked.
Uses cooking metaphors to explain complicated plans.
In the world
Training
Most Alchemists apprentice in an apothecary, healer’s workshop, research college, or traveling company.
Initiation is practical: identify safe ingredients, prepare a reliable remedy, and demonstrate that the student can handle volatile substances without endangering others.
How others see them
People welcome Alchemists when sickness or danger strikes, but may distrust unfamiliar vials and strange smells.
In towns with strict guild rules they are expected to prove their work is safe; in the wilderness they are often treated as indispensable problem-solvers.
Famous practitioners
AlchemistMara VellA famed relief worker whose bright, bitter tonics have saved three cities during sieges.
AlchemistOrren SileA reclusive researcher who can identify a creature from a single drop of its blood.
AlchemistTamsin RedglassA former royal poisoner who now teaches antidote-making to village healers.
Factions
The Open Flask
A cooperative of itinerant brewers that supplies clinics and disaster relief, insisting that recipes be shared freely.
The Measure of Glass
A discreet association that certifies antidotes and investigates dangerous sellers of experimental compounds.
The Argent Crucible
A research society that studies elemental salts, minerals, and their reactions in living bodies.
Regions
The Glassroad Markets
Traveling brewers are common in trade cities, where they supply healers, explorers, and caravan guards.
The Sulfur Hills
Mineral-rich uplands attract researchers who test unusual ores and salts in tightly supervised workshops.
The Far Marches
In isolated frontier settlements, an Alchemist may be the only trained healer for many days’ travel.
Character hooks
You were the sole survivor of a plague-struck village and now seek its cause.
A battlefield surgeon taught you to brew under fire; you are searching for the regiment that vanished.
Your family’s apothecary was seized by a guild that wants your unusual recipes.
You once sold a harmless tonic that unexpectedly cured a noble’s incurable illness.
You collect monster samples to create treatments for people harmed by those same creatures.
A rival alchemist claims one of your signature formulas was stolen from them.
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