While an alchemist experiments with combining reagents, a chymist experiments with consuming the chemical concoctions it produces. The result of these experiments results in a transformation, causing a chymist to change into a more monstrous form. Consequentially, a chymist is often regarded as quite mad, an aspersion of which is supported by personality shifts when the chymist transforms.
|Potion Cocktail, Chymist Spells, Mutagenic Concoction
3rd-level Chymist feature
You can consume a potion as a bonus action.
In addition, 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 (a spell in Aronar’s Grimoire).
|armor of Agathys, heroism
|barkskin, calm emotions
|fear, gaseous form
|Arden’s might†, staggering smite
|destructive wave, spectral sheen†
3rd-level Chymist feature
Through self experimentation, you have caused a mutation within yourself. At the start of your turn you can trigger this mutation, 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 1 hour, but ends early if you are reduced to 0 hit points.
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 replace the formula you chose with a different one.
While transformed, you increase your speed by 10 feet and your AC by 1, have advantage on Strength and Dexterity checks, and can use your Intelligence modifier instead of Strength on attack and damage rolls with melee weapons, unarmed strikes, and natural weapons. In addition, at the start of each of your turns, you can choose to gain 1d8 temporary hit points. You choose whether your worn equipment falls to the ground in your space, merges into your new form, or shifts or tears to accommodate it.
After transforming, you can’t do so again until you finish a long rest or until you expend a spell slot to transform again.
The Bestial. You transform into animalistic or monstrous humanoid form. While transformed you have advantage on Wisdom (Perception) checks that rely on hearing or smell and can use your Intelligence modifier instead of Dexterity to determine your AC and on ability checks. You gain a claw attack that deals 1d6 + your Strength modifier slashing damage on a hit and a bite attack the deals 1d10 + your Strength modifier piercing damage on a hit (you decide the exact form these take); each counts as a simple weapon for you and has the finesse and light properties. When you attack a creature with a claw attack, you can make one bite attack against it as a bonus action.
The Horrific. You transform into a vaguely humanoid form with multiple tentacles and other cosmetic features you choose. While transformed you have advantage on Charisma (Intimidation) checks and can add your Intelligence modifier to Strength checks. You can make one tentacle attack during your turn as a bonus action. On a hit, the target takes 1d4 + your Strength modifier bludgeoning damage; if the target is no more than one size category larger than you, it must succeed on a Dexterity saving throw against your spell save DC or become grappled by you. You can grapple no more than three creatures at a time.
The Gigantic. You grow one size category larger and can choose to become more muscular or malformed. While transformed, you can carry and lift twice as much as a creature of your size and Strength and can add your Intelligence modifier on Strength checks and saving throws. You can use your fists as a weapon which counts as a simple weapon for you. On a hit, a target takes 2d6 + your Strength modifier bludgeoning damage. Attacks made with weapons that add your Strength to their damage deal 1d4 extra bludgeoning damage. When you hit a target with a melee weapon attack, you can take a bonus action to deal 1d8 extra weapon damage to it.
5th-level Chymist feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
9th-level Chymist feature
While transformed, you gain the following benefits:
- You gain swim and climb speeds equal to your walking speed.
- The temporary hit points you gain at the start of each of your turns increases to 2d8.
- Whenever you deal damaging using a bonus action granted by your Mutagenic Concoction feature, you deal an extra 1d8 damage of the same type.
15th-level Chymist feature
You gain a benefit based on your Mutagenic Concoction choice:
The Bestial. When you take damage from a melee attack, you can take a reaction to reduce that damage by half. If the attacker is within your reach, you can make one attack against it as part of the reaction.
The Horrific. While grappling a creature, at the start of its turn you can take a reaction to terrify it. The target must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage and become frightened of you until it ends its turn out of your sight, if at least 60 feet away from you, or you are incapacitated.
The Gigantic. When you take damage, you can take a reaction to smash the ground before you with titanic force. Each creature on the ground within 10 feet of you must succeed on a Strength saving throw or take 2d6 thunder damage and be pushed 10 feet away from you. A creature that fails its save by 5 or more is also knocked prone. Each structure within 10 feet of you takes 2d6 + 10 thunder damage.