Alchemists of this specialization concoct chemical formulae, using themselves as test subjects. The resulting mutations allow the chymists to shift their form into a fusion of creature and artifice.
|3rd||Tool Proficiency, Chymist Spells, Mutagenic Concoction|
3rd-level Chymist feature
You gain proficiency with alchemy supplies. If you already have this proficiency, you gain proficiency in one other type of artisan’s tools of your choice.
3rd-level Chymist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Chymist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Each spell is in the Player’s Handbook, unless it has a dagger in which case it links to the appropriate page.
|3rd||armor of Agathys, heroism|
|5th||barkskin, calm emotions|
|9th||feign death, gaseous form|
|13th||Arden’s might†, staggering smite|
|17th||destructive wave, spectral sheen†|
3rd-level Chymist feature
Through self experimentation, you have caused a mutation within yourself. You can trigger this mutation as a bonus action, taking on an altered form. This form may have a different personality than you, and can even have a different alignment, but it maintains the same goals and is still you. The transformation lasts for a number of minutes equal to your level in this class or until you’re reduced to 0 hit points.
While you are transformed, you increase your maximum and current hit points by two times your level in this class and your Strength and Dexterity scores by 2, to a maximum of 20, as well as gain the benefits from your mutagenic formula (described below).
You can transform twice and regain all expended uses when you finish a short or long rest.
When you first take this feature, you select one of the mutagenic formulas below. Whenever you reach a level in this class that grants the Ability Score Increase feature, you can change your formula choice.
Beyonder. Your formula stimulates your brain, granting insight. You have advantage on Intelligence (Investigation) checks against illusions, and you gain the ability to perceive auras up to 60 feet which also allows you to see creatures through nonmagical darkness. Additionally, as a bonus action, you can blast a creature within 30 feet of you that you can see with psionic energy. You make a ranged power attack using your spell attack modifier, and deal 1d6 + your Intelligence modifier psychic damage on a hit.
Giant Form. You grow to Large size, have advantage on Strength checks, and your walking speed increases by 10 feet. You can use your fists as a weapon which counts as a natural and a simple weapon. On a hit your fists deals 1d8 + your Strength modifier bludgeoning damage. When you hit with a weapon, including your fists, you deal an extra 1d6 weapon damage, provided you don’t hold a shield. In addition, when you hit a target with your fists, you can take a bonus action to attempt to grapple or shove it.
The Creature. You become bestial, gaining advantage on Wisdom (Perception) checks that rely on hearing or smell, and your AC is never less than 13 + your Dexterity modifier from natural armor. In addition, you grow claws or talons and a viscous maw or beak. You gain a claw attack that deals 1d6 + your Strength modifier slashing damage on hit and a bite attack the deals 1d8 + your Strength modifier piercing damage on a hit; each counts as a simple weapon for you and has the finesse and light properties. When you hit a creature with a claw attack, you can make a bite attack as a bonus action.
5th-level Chymist feature
You can consume a potion as a bonus action.
Additionally, when you consume a potion or cast an artificer spell which only targets you, for the duration of the spell, once during your turn when you hit a target with a melee weapon attack or a special attack provided by your form, you deal an extra 1d8 damage of the same type.
9th-level Chymist feature
Your transformed form is enhanced, granting you more power when in it.
Beyonder. A creature hit by your psionic blast must succeed on a Wisdom saving throw against your spell save DC or become dazed, suffering disadvantage on its next attack roll and each Constitution saving throw it makes to maintain concentration, until the end of its next turn.
Giant Form. Your fists deal extra damage equal to your proficiency bonus and score a critical hit on a 19 or 20. In addition, when you start your turn with a grappled target, you can take a bonus action to deal 2d8 bludgeoning damage to it without an attack roll.
The Creature. Your bestial aspects improve. You can make two attacks with your claws when you take the Attack action on any turn you move at least 10 feet before making an attack. Additionally, you select one of the following adaptations. When you finish a long rest, you can replace the adaptation with a different one.
- You can take the Disengage action as a bonus action.
- Your movement speed increases by 20 feet, and you gain a climb speed equal to your walking speed.
- You gain a swimming speed equal to your walking speed, and you can breathe air and water.
- You sprout wings, granting you a flying speed equal to your walking speed.
- Your AC is never less than 16 + your Dexterity modifier and bludgeoning, piercing, and slashing damage you take from nonmagical weapons is reduced by 2.
15th-level Chymist feature
While transformed by your Mutagenic Concoction feature, whenever you take damage, you can take a reaction to take half damage.
In addition, the damage bonus from your Chemical Concoctions feature increases to 2d8.