Discoveries

Advanced Poisoner

Prerequisites: 13th level, Venomsmith Field of Study
Your morbid research into the most vicious, exotic poisons has revealed how to synthesize the following poisons when you brew potions:

Potion Cost
Burnt Othur Fumes 3 reagent dice
Crawler Mucus 3 reagent dice
Drow Poison 3 reagent dice
Midnight Tears 5 reagent dice
Pale Tincture 4 reagent dice
Wyvern Poison 6 reagent dice

Alchemy of Ascendancy

Prerequisite: 17th level
A breakthrough in your alchemical studies has revealed the formulation of several potent elixirs. You can brew the following potions:

Potion Cost
Necromantic Draught 4 reagent dice
Oil of Etherealness 4 reagent dice
Potion of Speed 4 reagent dice
Potion of Stone Giant Strength 4 reagent dice

Alchemy of Influence

Prerequisite: 13th level
Your alchemical research has revealed many of the basic chemicals which govern emotions. You can brew the following potions:

Potion Cost
Potion of Animal Friendship 1 reagent die
Philter of Love 2 reagent die
Potion of Clairvoyance 3 reagent die
Potion of Mind Reading 3 reagent die

Alchemy of Transformation

Prerequisite: 13th level
You have mastered the alchemical secrets of shifting matter, which allow you to brew the following potions:

Potion Cost
Oil of Slipperiness 2 reagent dice
Sandstone Solution 2 reagent dice
Aqua Fortis 3 reagent dice
Chameleon Concoction 3 reagent dice
Potion of Gaseous Form 3 reagent dice

Antisound

Prerequisite: 13th level, Resonator Field of Study
Whenever you throw a bomb that deals thunder damage in a blast radius, you can choose to magically silence the area after the blast, as per the spell silence. Creatures in the area aren’t immune to thunder damage caused by your bombs. This effect lasts for 1 minute or until you choose to use this feature again.

Arcane Study

You learn three cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for your wizard spells.

Ballistics Research

You learn two additional bomb formulae.

Battle Training

You gain proficiency with martial weapons and shields.

Beguiling Haze

Prerequisites: 13th level, Amorist Field of Study
When you charm a creature, you can choose to place it in a dreamy state, from which it regards everyone it sees as close friends. While the creature is charmed, it is nonhostile and acts as though it is charmed equally by each creature it sees. Once you use this ability, you can’t use it again until you finish a short or long rest.

Buffered Metabolism

Prerequisites: 13th level, Xenoalchemist Field of Study
As a reaction when you take damage, you can expend any number of reagent dice up to your proficiency bonus to reduce the amount of damage taken by the total rolled on the dice.

Clotting Agent

You have developed a serum that thickens your blood. Your hit point maximum increases by your alchemist level + your Constitution modifier, and it increases by
1 again whenever you gain a level in this class.

Craft Homunculus

Using a special alchemical process requiring 8 hours of work, which can be performed over the course of a long rest, you can create a homunculus. A homunculus functions as a familiar summoned by the find familiar spell, with several differences:

Demolition Spree

Prerequisites: 13th level, Mad Bomber Field of Study
When you prime and throw a bomb, you can choose to throw a number of bombs equal to the amount of damage dice for the bomb instead of only one. Each bomb you throw deals 1d10 damage plus your Intelligence modifier and can’t target the same
creature or space. You must spend reagent dice separately on these bombs and can apply a bomb formula to only one of them.

Explosive Missile

As a bonus action, you can load one of your bombs onto the head of a crossbow bolt. Instead of its normal damage, this bolt deals damage as if the bomb had
been primed and thrown, but it doesn’t have a blast
radius. Only one of your bombs can be loaded onto a
bolt at a time, and you can’t fire an explosive bolt on
the same turn you throw a bomb.

Fire Brand

As a bonus action you can mix your bomb’s contents together and apply the fiery concoction to a melee weapon you are holding. Until the end of your turn, this melee weapon deals an extra 1d6 fire damage on a hit. This bonus damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Fire Eater

Instead of throwing a bomb, you use an action to drink its contents and spit them out in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw against your bomb save DC. On a failed save, a creature takes fire damage as if the
bomb had been primed and thrown, or half as much on a successful save. When you use this ability, you take 1d4 points of fire damage for each of your bomb’s damage dice.

Fire in the Hole

Prerequisite: 9th level
You have tweaked your bomb’s formula to increase its explosive yield. Your bomb save DC increases by half your proficiency bonus, rounded down.

Fortified Serum

Prerequisites: 13th level, Apothecary Field of Study
Whenever a creature regains hit points by drinking one of your potions, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of its next turn.

Grenadier

When you prime and throw a bomb, you can use your bonus action to make an attack with a weapon that isn’t two-handed.

Dynamo Charger

Prerequisites: 13th level, Dynamo Engineer Field of Study
You’ve invented a device that rapidly recharges your spell dynamos. Once per day when you finish a short rest, you can regain 2 expended spell slots stored in dynamos. You can configure these dynamos immediately.

Hemoreagent

Prerequisite: 17th level
When you prime and throw a bomb, you can convert a measure of your own blood into reagents. You can add five or fewer reagent dice to the bomb’s damage roll without expending them, and you take 1d6 necrotic damage for each reagent die added. This damage can’t be reduced or prevented in any way.

Lazarus Bolt

Prerequisite: 9th level
You’ve discovered a radical necromantic workaround: restoring life with direct electricity to the heart. As an action, you can drive a bolt into the torso of a creature
within 5 feet of you that has died within the last minute and shock it back to life. That creature returns to life with 1 hit point. This feature can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs. Once you use this ability, you can’t use it again until you finish a short or long rest.

Magnified Blast

Prerequisite: 17th level
Thanks to a new internal design for your bombs, you have expanded their blast radius and magnitude. Whenever you add reagent dice to your bomb’s damage, you can also choose to expand the bomb’s blast radius by a distance of up to 5 feet per two reagent dice spent.

Ooze Cowboy

Prerequisites: 13th level, Ooze Rancher Field of Study
Tired of waiting for your Oozes to catch up with you, you’ve modified your formula to make extra fast slimes! All slimes you make have a speed of 30 feet, unless it was already higher. Additionally, you can ride any Ooze you make of Medium size or larger as a mount. You and your equipment suffer no ill effect from touching your Oozes directly. Lastly, your Oozes add your proficiency bonus to their damage rolls and initiative rolls.

Paint Portals

Prerequisite: 13th level, Pigmintist Field of Study
Through some clever paint mixing, you have infused your paint with a small amount of conjuration magic. Once on each of your turns, you can use 10 feet of your movement to enter any area of wet paint within 5 feet of you, emerging from another area of wet paint of the same color within 60 feet of you. Both areas of paint must be at least the same size as you.

Poisoner

Your research into poisonous compounds has taught you how to concoct lethal toxins. You gain proficiency with the poisoner’s kit. Additionally, you can craft the following poisons when you brew potions, which use your bomb save DC instead of their normal save DC:

Potion Cost
2 × Basic Poison 1 reagent die
2 × Antitoxin 1 reagent die
Potion of Poison 2 reagent dice
Oil of Taggit 2 reagent dice
Serpent Venom 2 reagent dice
Truth Serum 2 reagent dice

Precision Explosives

You have modified your bombs to have narrow gaps in their explosions, perfect for keeping some creatures safe from the blast. You can choose one creature in the blast radius of a bomb, other than the target, to automatically succeed on its saving throw against the bomb and take no damage from it.

Reactionary Gulp

Prerequisite: 17th level
By keeping your potions organized on a bandolier or in a series of pouches, you can quickly draw them at a moment’s notice. Immediately after you take damage from a creature you can see, you can use your reaction to drink a potion.

Reagent Pulse

Prerequisites: 13th level, Ionizer Field of Study
You can integrate a special ionization chamber within a blaster of your choice with one minute of work. Once you’ve modified a blaster in this way, you can spend a number of reagent dice up to your proficiency bonus when you make an attack roll with that blaster, adding your Intelligence modifier and the reagent dice to the blaster’s damage roll.

Recycled Potions

Prerequisite: 9th level
When you brew potions, you can distill those you have already brewed, recovering the reagents stored within. You can convert brewed potions into reagent dice and you can choose to expend those dice to create new potions. You can’t gain more than your maximum number of reagent dice using this ability.

Syringe

Using a sophisticated hypodermic needle, you can more quickly administer potions and poisons. As a bonus action, you can inject a potion into yourself or a willing creature within 5 feet of you, granting the benefits of the potion as if it were consumed normally. You can inject a potion into an unwilling creature with a successful melee attack, treating the syringe as a finesse weapon.

Tri-Mutation

Prerequisites: 13th level, Mutagenist Field of Study
You’ve developed a powerful, but fleeting way to blend your mutagens. When you inject yourself with a mutagen, you can choose to inject a tri-mutagen, which grants you the benefit of all your mutagens at once. This benefit lasts for 1 minute, or until you inject yourself with a different mutagen. Once you use this ability, you can’t use it again until you finish a long rest.