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AlchemistIn a world of magic and metal, of massivepower thrown against titanic forces, thereseems to be little hope the common mancould stand against it all. Those without might,without the arcane, they have only the withered scrapsand corrupted earth of the cold hard reality available tothem. However, there are those who see a sort of magicwithin the mundane, who are able to discover that withsome small changes, the plain can become extraordinary.These people are called alchemists. Through experimentation, through scientific study, through an intimateknowledge of the substance of the material world, thealchemists can recreate what warlocks and clerics pledgetheir souls to receive, what wizards sweat away over dustytomes for decades for. Within their flasks and vials, theycan distill the arcane power of the universe and the divinepower of everything beyond it, without being enslaved toeither.Within the world and the party, alchemists are whatever they strive to be—they can hurl devastating concoctions, bathing their enemies in fiery destruction,or they can craft healing balms and soothe magicalmaladies; they bolster defenses with preciselymeasured potions, and there are even those willingto sacrifice their bodies by swallowing grotesqueconcoctions that unleash the monster within.In their formula books exists the means to fly, becomeinvisible, charm the mind, and anything else they candevise with a bit of time and effort. Nothing is denied adetermined alchemist—no knowledge barred, no powerrestricted.Extracts, Bombs, and MutagensAn alchemist can create three special types of magicalitems—extracts, bombs, and mutagens—whichare detailed in their own sections below.Quick BuildYou can make an alchemist quickly by following thesesuggestions. First, Intelligence should be your highestattribute, followed by Dexterity. Second, choose theGuild Artisan background. Third, choose guidance andtrue strike as your cantrips, and choose cure wounds,detect magic, false life, and frostbite armor as your 1st-levelformulas.Class FeaturesAs an alchemist, you gain the following class features.Hit PointsHit Dice: 1d8 per alchemist levelHit Points at 1st Level: 8 your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) yourConstitution modifier per alchemist level after 1stProficienciesArmor: Light armorWeapons: Simple weaponsVersion 1.011

THE h19th20th 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6Extracts, BombsSwift Alchemy, MutagenResearch FocusAbility Score Improvement—Research Focus feature—Ability Score ImprovementImproved Swift AlchemyResearch Focus feature—Ability Score Improvement—Research Focus featureAdvanced Swift AlchemyAbility Score Improvement—Permanent MutationAbility Score ImprovementResearch Focus: Grand DiscoveryTools: Alchemist supplies, and your choice of eitherherbalism kit or poisoner’s kitSaving Throws: Intelligence, ConstitutionSkills: Choose two from Arcana, History, Investigation,Medicine, Nature, and SurvivalEquipmentYou start with the following equipment, in addition to theequipment granted by your �—————112222immediately becomes inert when it leaves your possession, and reactivates again only when it comes back intoyour keeping.Extracts, once created, remain potent until your nextlong rest, when they become inert and must be preparedanew. You can prepare an extract from any formula youknow, and you can know any number of formulas. TheAlchemist table shows how many spell slots you have toprepare your extracts of 1st level and higher. (a) light crossbow and 20 bolts or (b) any simpleweapon (a) scholar’s pack or (b) explorer’s pack (a) one vial of alchemist fire or (b) two vials of acid or(c) one healing potion Alchemist supplies, padded armor, formula book, anda daggerFormula BookSpellcasting With ExtractsAt 1st level, you know two cantrips of your choice fromthe alchemist formula list. You learn additional alchemistcantrips of your choice at higher levels, as shown in theCantrips Known column of the Alchemist table.The ingredients for cantrip extracts are common, andtheir preparation a matter of course. You habitually prepare them along with your other extracts during a longrest. They take 10 minutes to make, and you always haveenough to last until your next long rest.As an alchemist, you are a master of the distillation andapplication of potionlike extracts that mimic the spellscast by wizards, clerics, and other magic-using classes. Inother words, you prepare a “spell” by creating an extract,then “cast” that spell by drinking the extract. This method, however, means you can only target yourself, even ifthe spell can normally target other creatures. Such spellsare specified in parentheses with a “self ” tag next to thespell name on the formula list.Alchemists can’t hand out their extracts for others touse (unless you chose Arcane Distiller as your ResearchFocus). When you create an extract, you imbue it with atrace of your quintessence. This enables the creation ofpowerful effects normally reserved for spellcasters butalso binds those effects to you. Because of this, an extract2—Spell Slots per Spell Level—BombDamageAlthough you don’t actually cast spells, you do have a listof the extract formulas you know. You store these in aspecial tome called a formula book. You must refer to thisbook whenever you prepare an extract, but not when youconsume it.CantripsPreparing and Brewing ExtractsThe Alchemist table shows how many spell slots youhave, which represents your ability to brew extracts of 1stlevel and higher. To brew one of these extracts, you mustexpend a slot of the spell’s level or higher. For example, at1st-level, you can brew two 1st-level extracts. You regainall expended spell slots when you finish a long rest.

Making an extract takes 1 minute per spell level. Mostalchemists prepare their extracts at the start of the dayor before going on an adventure, but it’s not uncommonfor an alchemist to keep some (or even all) of their spellslots open so that they can prepare extracts in the field asneeded.Alchemical AbilityIntelligence is your spellcasting ability for your alchemistextracts, since you learn your formulas through dedicatedstudy and experimentation. You use your Intelligencewhenever a spell refers to your spellcasting ability.In addition, you use your Intelligence modifier whensetting the saving throw DC for an alchemist extract youbrew and when making an attack roll with one.Spell save DC 8 your proficiency bonus your Intelligence modifierSpell attack modifier your proficiency bonus your Intelligence modifierRitual BrewingYou can brew an alchemist extract as a ritual if that spellhas the ritual tag and the spell is in your formula book.Spells Known of 1st Level and HigherAt 1st level, you know four 1st-level formulas of yourchoice. At each new alchemist level, you gain one newformula of any level you can create. You can also addformulas to your formula book like a wizard adds spellsto his spellbook, using the same costs and time requirements. You can study a wizard’s spellbook to learn anyformula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from analchemist’s formula book.BombsIn addition to magical extracts, alchemists are adept atswiftly mixing various volatile chemicals to create powerful bombs to hurl at their enemies. You can use a numberof bombs equal to your alchemist level your Intelligencemodifier (minimum of one bomb). This number is resetafter a long rest. Bombs are unstable, and if not used inthe round they are created, they degrade and becomeinert. An alchemist’s bomb, like an extract, becomes inertif used or carried by anyone else.To create a bomb, you must use a small vial thatcontains an ounce of liquid catalyst (insignificant cost).SWIFT ALCHEMYName of ItemAcid (vial)Alchemical firePotion of healingAntitoxinPoison, basicPotion, commonEffectCrafting CostThrown, 2d6 acid damage10 gpThrown, 1d6 fire damage each turn25 gp(DC 10 Dex save to negate)2d4 2 healing25 gpAdvantage on saving throws against25 gppoison for 1 hour1d4 poison damage (DC 10 Con save to negate)50 gpAny potion with a rarity of common50 gpProficiency & Tool RequiredAlchemist suppliesAlchemist suppliesHerbalism kitHerbalism kitPoisoner’s kitAlchemist suppliesStarting at 9th level, you can craft the following items using the Improved Swift Alchemy feature.Name of ItemPotion of fire breathDust of disappearancePotion of resistancePotion of growthPotion of greater healingPotion of water breathingPotion of climbingPoison, standardVenom, standardPotion, uncommonEffectCrafting Cost4d6 fire damage, bonus action, 30 ft.75 gp(DC 13 Dex save for half damage) 3 uses, lasts 1 hr.Everyone within 10 ft. becomes invisible for75 gp2d4 minutes (attacking/casting breaks)Grants resistance to one damage type for 1 hour100 gpAs enlarge, 1d4 hours75 gp4d4 4 healing50 gpWater breathing for 1 hour50 gpClimbing speed equal to walking speed for50 gp1 hour; advantage on Str (Athletics) to climbPoisoned for 1 min. (DC 11 Con save for half damage) 75 gp2d4 damage, (DC 12 Con save for half damage)100 gpAny potion with a rarity of uncommon75 gpProficiency & Tool RequiredAlchemist suppliesAlchemist suppliesAlchemist suppliesHerbalism kitHerbalism kitHerbalism kitAlchemist suppliesPoisoner’s kitPoisoner’s kitAlchemist suppliesStarting at 15th level, you can craft the following items using the Advanced Swift Alchemy feature.Name of ItemPotion of clairvoyancePotion of gaseous formPotion of superior healingPotion of hill giant strengthPoison, advancedVenom, advancedPotion, rare or very rareEffectCrafting CostAs clairvoyance100 gpAs gaseous form 1 hr.125 gp8d4 8 healing100 gp21 Str for 1 hr.75 gpPoisoned for 1 hr. (DC 13 Con save for half damage) 150 gp4d4 damage, (DC 14 Con save for half damage)200 gpAny potion with a rarity of rare or very rare150/300 gpProficiency & Tool RequiredAlchemist suppliesHerbalism kitHerbalism kitAlchemist suppliesPoisoner’s kitPoisoner’s kitAlchemist supplies3

Once every long rest, you can use 2 uninterrupted hoursto craft one of the items on the Swift Alchemy table.The crafting check is determined by adding your proficiency bonus and your Intelligence bonus together. Thisapplies to any tools you are proficient with and assumesyou have the tools with you. The DC, Difficulty Check,listed refers to the DC a foe will need to make when anattack on them is made with the crafted item.If you roll a natural 20 on a potion or poison craftingcheck, you can make an additional copy of the item at noextra charge.MutagensDrawing the components of, creating, and throwing abomb requires an action. A thrown bomb has a range of20/60 feet (apply your proficiency bonus and Dexteritymodifier to the attack roll).If you miss, your bomb lands 5 feet away from the target. Roll 1d8 to determines the misdirection of the throw,with 1 falling short (off-target in a straight line towardthe thrower), and 2 through 8 rotating clockwise aroundthe target. The bomb deals splash damage to all creatureswithin 5 feet of where it landed.On a hit, an alchemist’s bomb inflicts 1d6 fire damage extra damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6points at every odd-numbered alchemist level.Splash damage from an alchemist bomb is always equalto the bomb’s minimum damage (so if the bomb woulddeal 1d6 3 points of fire damage on a direct hit, itssplash damage would be 4 points of fire damage). Creatures caught in the splash damage must make a Dexteritysaving throw against your spell save DC. On a successfulsave, the creature takes no damage.Swift AlchemyStarting at 2nd level, you can craft common alchemicalitems in a fraction of the time required by most people.When crafting poisons using Swift Alchemy, you automatically succeed. You must still pay the cost and provideany supplies necessary for creation. As the alchemist’sskill increases they are even able to create potions andelixirs of great potency. In addition to the items listedhere, additional potions and alchemical goods can befound in the gamemaster’s guide book.4At 2nd level, you discover how to create a mutagenthat heightens your physical prowess at the cost of yourpersonality. Your Jekyll gives way to Hyde. It takes 30minutes to brew a dose of mutagen, and once brewed, itremains potent until used. You must then finish a longrest before you can brew another dose. You can onlymaintain one dose of mutagen at a time—if you brew asecond dose, the first one becomes inert.As with an extract or bomb, a mutagen that is not inyour possession becomes inert until you hold it again.Drinking a mutagen takes one action. Mutagens have a1-hour duration, and you can’t revert to your originalform until the mutagen’s effect subsides. Additionally, themassive physical changes the mutagen forces you to gothrough means you can’t wear armor while transformed.The mutagen you brew is the equivalent of an extractthat triggers the following: Natural Weapons. You grow claws, fangs, spines,horns, or a different natural weapon of your choice.Your unarmed strikes deal ld6 bludgeoning, piercing,or slashing damage, as appropriate to the naturalweapon you chose, and you are proficient with yourunarmed strikes. Monstrous Power. Your features take on a moremonstrous appearance. You gain advantage onCharisma (Intimidation) checks, and your body growsin power, granting you one of the following threeabilities: Bear’s Endurance. You have advantage onConstitution checks. You also gain 2d6 temporaryhit points, which are lost when the mutagen ends. Bull’s Strength. You have advantage on Strengthchecks, and your carrying capacity doubles. Cat’s Grace. You have advantage on Dexteritychecks. You also don’t take damage from falling 20feet or less, as long as you are not incapacitated. Tough Hide. Your skin is now like toughened leather.Your base armor class becomes 13 Dexterity.These features come at a cost, however, imposing disadvantage on Intelligence and Charisma ability checks andsaving throws (except Intimidate). You are also unableto use any of your extracts, or cast spells through othermeans, while the mutagen is in effect.Research FocusAt 3rd level, you choose an alchemical research focus(Metamorph, Grenadier, or Arcane Distiller).

Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score of yourchoice by 2, or you can increase two ability scores of yourchoice by 1. As normal, you can’t increase an ability scoreabove 20 using this feature.Permanent MutationAt 18th level, the repeated use of mutagens and the sideeffects from extracts cause your body to undergo a permanent transformation. Choose one of the options below.Once your choice is made, it cannot be changed.Anaerobic Respiration. Years of breathing noxiousfumes have had unexpected and significant effects onyour lungs. You can hold your breath indefinitely andhave advantage on saving throws to resist the effects ofinhalation-based attacks.Extra Limb (Arm, Tentacle). You gain an extra limb. Itcan carry and manipulate objects even when your otherarms are not free. It doesn’t grant you extra attacks, although you can use two-weapon fighting with it.Keen Senses. You gain the senses of a predator, grantingyou darkvision out to a range of 120 feet and advantageon Wisdom (Perception) checks that rely on smell orhearing.Prehensile Tongue or Prehensile Tail. You have a prehensile tongue/tail with a range of 10 feet. You can pickup items weighing no more than 5 pounds, touch an allyor foe, or make Dexterity (Sleight of Hand) checks withyour tongue/tail, even if both of your hands are occupied.Ram Horns. You grow ram horns. When you use the Attack action during your turn to make a melee attack, youcan try to shove a creature with your horns as a bonus action. You cannot use this shove to knock a creature prone.Toxified Metabolism. Through repeated interactionswith them, your body has grown to have little troublewith poisons. You become immune to the poisoned condition and resistant to poison damage.Suckers. You grow suckers along your arms and feet andgain a climb speed of 30 feet.Vestigial Wings. You grow vestigial wings. You cannotfly (gain height) with them but you can glide, greatlyincreasing your jump length (up to 30 feet).Webbed Feet. You grow webbed feet and hands and gaina swim speed of 60 feet.Research Focus: MetamorphWhile most alchemists only resort to mutagens when necessary, some enjoy (or need) the thrill of the transformation. These alchemists embrace the change and are eagerto let the “other man” take over. They even supply theirother half with as much power and endurance as possible.A Metamorph’s body takes on bizarre and otherworldlyshapes, often grotesque, and with repeated consumptionof the mutagen, some mutations become permanent.Whether a Metamorph is a brave scientist experimentingwith his own body in the pursuit of knowledge, or a madfool hellbent on his and others’ destruction, one thing isclear: they are supremely dangerous.Extra MutagensStarting at 3rd level, you can brew a dose of mutagenduring a short rest, as well as the usual long rest. However, you can still only maintain one dose of mutagen at atime—if you brew a second dose, the first dose becomesinert.Mutagen AdmixtureStarting at 3rd level, when preparing your mutagen, youcan mix in a variety of even more dangerous chemicalsto grant it more power. This enhancement of mutagensis represented by the expenditure of spell slots. You canenhance your mutagen with multiple spells, but you needto expend as many spell slots. The enhanced mutagen stillbehaves like a normal mutagen (duration is unchanged,and it doesn’t require concentration to maintain). Although you automatically know these admixture spells,you do not gain the knowledge for the extract formula ofthe same name.Here is the list of admixture spells you can use to enhance your mutagen:Spell Slot Level Mutagen Admixture Formulas1st2nd3rd4thjump, longstriderenlarge, barkskinprotection from energy, elementalweapon (both of a single energy type)stoneskinFeral MutagenStarting at 6th level, your mutagen grants you twoseparate natural weapons (for example, a bite attack anda claws attack). When using the Attack action, you canmake two attacks, one with each of your natural weapons. You do not get the extra attack if you are wielding aweapon or a shield.Additionally, your natural attacks are now consideredmagical for the purposes of overcoming resistances.Lastly, while under the influence of your mutagen, youbecome even more beastlike. When you prepare your mutagen, choose one of the following beast traits: darkvision60 feet; scent (advantage on Wisdom (Perception) checksthat rely on smell); keen audition (advantage on Wisdom(Perception) checks that that rely on hearing); climbspeed 15 feet, or swim speed 30 feet.Greater MutagenStarting at 10th level, when preparing your mutagen, youcan choose two of the following Monstrous Power benefits (instead of one): bear’s endurance, bull’s strength, andcat’s grace. Additionally, your natural weapon strikes nowdo 1d8 damage.Grand MutagenStarting at 14th level, your mutagen grants you all threeMonstrous Power benefits: bear’s endurance, bull’sstrength, and cat’s grace.Additionally, the thrill of battle causes your mutant bodyto heal rapidly. While under the effects of your mutagen,you regain 5 hit points per round in combat. You alsoregain hit points out of combat, but at a slower rate. Whenyou are not engaged in combat, you regain 5 hit points5

each minute to a maximum of half your total hit points.You cannot exceed your maximum hit points with thisfeature.Grand DiscoveryAt 20th level, you make a grand alchemical discovery.Choose one of the four options below.Frenzied Regeneration. You imbue your own body witha constant flow of healing salves, granting it the ability toregenerate at an outstanding rate. Each round, you regain5 hit points (5 hit points per minute outside combat). Thisability stacks with the grand mutagen regeneration.Rugged Hide. Your skin toughens, and your bodyhardens itself to damage. While under the effects of yourmutagen, you also gain resistance to all damage typesexcept for psychic.Savage Swipes. Your natural attacks gain reach, allowingyou to attack foes within 10 feet of you. Additionally, yourattacks also hit any foes next to your target. These foesmust make a Dexterity saving throw against your spellsave DC. On a fail, they take half the damage the primarytarget takes. They take no damage if they succeed on theirsaving throw.Tainted Claws. You infuse your hands with potent andcaustic toxins. Your melee attacks cause your enemies tobe poisoned. Your natural attacks now do an extra 2d6acid damage. Additionally, any creature injured by oneof your attacks must make a Constitution saving throwagainst your spell save DC. On a fail, it is poisoned for 1minute.Research Focus: GrenadierScorched eyebrows, soot-covered skin, and singed hairare the telltale signs of the Grenadier. These alchemistshave elevated the making and throwing or bombs toan art form. The formulas for their explosives are moreadvanced than any others, to such a degree that they can“bend” their explosions, producing a wide array of magiclike manifestations, or increase the range and area of theircataclysmic effects. Never mock a Grenadier, lest you findyour city soon engulfed in flames.Extra BombsStarting at 3rd level, you gain three extra bombs at theend of each long rest.Bomb AdmixtureStarting at 3rd level, you can admix extra ingredients toyour bombs to give them spell-like effects. When youuse an action to throw a bomb, you can also expend aspell slot to attach a spell to it from the Bomb Admixturetable. Admixture-enhanced bombs deal half their normal6damage or no damage, if you wish. The effects only last anumber of rounds equal to your proficiency bonus, butthey don’t need concentration to maintain.The following spells can be added to your bombs.Spell Slot Level Bomb Admixture Formulas1st2nd3rd4thfog cloud, entangledarkness, spike growthstinking cloud, sleet stormstorm sphere, hallucinatory terrainElemental BombsStarting at 6th level, you can make your bombs deal anytype of elemental damage instead of only fire. Beforethrowing a bomb, you choose which type of damage thisbomb will deal: fire, cold, lightning, acid, or thunder.Explosive BombsAdditionally, starting at 6th level, whenever you prepare a bomb, you can add extra catalysts, represented byexpending a spell slot, to have its splash damage effect agreater radius instead of the original 5 feet. For each levelof the spell slot expended the radius increases by 5 feet.Considerate BomberStarting at 10th level, whenever you throw a bomb, youcan select up to two creatures. If the bomb hits, thesecreatures are not affected by the splash damage. If youmiss, your attempt at consideration has no effect.Rapid BomberBeginning at 10th level, you’ve become so accustomedto throwing bombs that you can prepare and throw twobombs for each attack Action you make. However, bothattacks are made with disadvantage.Debilitating BombsStarting at 14th level, your bomb formulas have been sorefined you can add additional effects to them. Whenever you prepare a bomb, you can expend a spell slot of2nd level or higher to represent the added ingredientsand refinement, and then choose one of the followingconditions: blinded, deafened, or poisoned. On a failedConstitution saving throw against your spell save DC, acreature directly hit by the bomb gains that condition for1 minute. At the end of each of its turns, the creature canreroll a Constitution saving throw to end the condition.A target affected by the splash damage of a debilitatingbomb is not affected by the debilitating conditions associated with it.Grand DiscoveryAt 20th level, you make a grand alchemical discovery.Choose one of the four options below:Cataclysmic Bombs. The primary damage of yourbombs extends to a 10-foot radius without expending aspell slot.High Octane Cocktail. Instead of the base d6, yourbombs deal multiples of d8 damage.Mad Bomber. The number of bombs you can throw isno longer limited, you can always keep preparing more.Volatile Barrage. You no longer have disadvantagewhen throwing more than one bomb on a turn.

Research Focus: Arcane DistillerNot all alchemists are eager to ravage their bodies orwatch the world burn. Some, known as Arcane Distillers,devote themselves instead to perfecting the formulas usedto craft their extracts, refining their potions until theireffects are indistinguishable from spells. The exhaustiveresearch and testing needed to achieve this refinementcan further yield significant insights and potent discoveries for the alchemist.Be careful when accepting a drink from an ArcaneDistiller. Their extracts can be ambrosial to friends andagonizing to foes.InfusionStarting at 3rd level, when you prepare an extract, you caninfuse it with additional ingredients that allow it to persistafter it leaves your hands. This lets you give an extract,even one with a range of self, to someone else to benefitfrom.You can use this feature a number of times equal to yourIntelligence modifier (a minimum of once). You regainany expended uses when you finish a long rest.Arcane PoisonsBeginning at 3rd level, you can use your bonus actionand expend one alchemist spell slot to apply a debilitatingarcane poison to your melee or ranged weapon. As withextracts, these poisons mimic spells; however, they mustbe used with a weapon attack to work. In addition to theweapon’s normal damage, any creature you hit is also hitwith the spell. Saving throws still apply, depending on thespell. The poison lasts a number of rounds equal to yourIntelligence modifier (minimum of one).The following arcane poisons can be used on your meleeweapons.Combine Extractsthe ooze is released or you decide to disintegrate it inits bottle. Once released, the ooze remains for 1 minute(concentration required), and decays into powder whenthe duration expires, whenever you stop concentrating onit, or if you are rendered unconscious. You are also ableto use your reaction to dismiss your concentration on theooze.Once the ooze is prepared and bottled, you can use anaction to throw the bottle a maximum range of 30 feet,releasing the ooze, which reconstitutes and attacks theclosest creature (friend or foe). Each turn, acting on yourinitiative, it keeps attacking that creature. If that creaturedies, the ooze attacks the next closest creature, and so on.If two creatures are available options for an attack, youcan direct the ooze to your choice of one of the two.The following oozes can be created and bottled.Bottled OozeSpell Slot Level OozeSpell Slot Level Arcane Poison Formulas1st2nd3rd4thbane, hideous laughterblindness/deafness, ray of enfeeblementdispel magic, fearblight, confusionStarting at 6th level, you can expend two alchemist spellslots to combine two extracts, allowing you to benefitfrom both at the same time. If both extracts requireconcentration, you only need to concentrate on one tomaintain both, although the maximum duration of eachspell is unchanged.You can infuse a combined extract to give it to someoneelse by expending two uses of the infuse feature.Starting at 10th level, you learn how to make use of thescraps and waste normally discarded by others. By chemically combining these materials and infusing them withthe right catalyst, you can animate the muck, creating anooze. To prepare this ooze, you need to expend a spellslot. The kind of ooze you create depends on the level ofthe spell slot you expend. You can only have one activeooze at a time, and the spell slot cannot be regained until1st3rd5thgray oozegelatinous cubeblack puddingAlchemical MasteryAdditionally, starting at 10th level, your Swift Alchemylets you prepare two alchemical items at a time. You stillhave to pay for both items.7

Permanent ExtractStarting at 14th level, you can make the effect of one extract you drink permanent, even without concentration.The chosen extract must be of 2nd level or lower. Theeffect remains until you make the effect of another extractpermanent, or until you dispel it.You can only brew one permanent extract and need totake a long rest before brewing another one. The spell slotyou expended to brew the permanent extract remainsconsumed after a short or long rest. It can only be restored by ending the extract and then taking a long rest.Grand DiscoveryAt 20th level, you make a grand alchemical discovery.Choose one of the four options below.Eternal Youth. You have developed the formula for apowerful rejuvenating extract that will reverse the decayof your body. You can set the age at which this effect takesplace (allowing old alchemists to reclaim their lost youth),and you will not age from that point on. Natural causeswill not claim you, though you can still die from violenceor disease. In addition, you increase your Constitutionscore by 2, to a maximum of 20, and your base movementspeed increases by 10 feet. You have a new spring in yourstep, after all.Legendary Distiller. You can synthesize potions oflegendary rarity. This crowning achievement awards youan illustrious reputation, bringing with it wealthy clientseager to buy your elixirs and potions. In most cases,depending on the campaign and region, they will pay upto five times the listed price (or ten times the cost of creation, if no price is listed). Also, your crafting now yieldstriple, while your time and costs stay the same.Philosopher’s Stone. You have unloc

Alchemist supplies, padded armor, formula book, and a dagger Spellcasting With Extracts As an alchemist, you are a master of the distillation and application of potionlike extracts that mimic the spells ca