Alchemist Subclasses: Xenoalchemist
A small number of renegade Alchemists elect to experiment on themselves, modifying their anatomy or even outright attaching new body parts. These experimenters are often considered unethical and dangerous, even by other Alchemists, and those that practice them are branded Xenoalchemists for their efforts. As Xenoalchemists progress in their studies, they invariably stumble upon the dangerous practice of alchemical necromancy, which allows them to imbue life upon amalgamations of body parts.
Level 3 Xenobiology: You gain proficiency in one of these skills of your choice: Arcana, Nature, or Medicine. Additionally, you have Advantage on all ability checks you make to identify or research monsters.
Level 3 Mad Scientist: Your experiments in xenoalchemy grant you the following benefits.
Two Grafts. You gain two Common or Uncommon monstrous grafts of your choice. Beast's Hide and Climbing Apparatus are recommended. Monstrous grafts are detailed at the end of this subclass.
Painless Attachment. You don't lose Hit Dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft.
Intelligent Grafts. You can use your Intelligence modifier, instead of Strength or Dexterity, for the attacks and damage of Unarmed Strikes that are improved by a graft, such as Bestial Weapons. If a graft forces a creature to make a saving throw, it uses your Alchemist save DC.
Level 3 Sleep Bomb (Formula): By adding a tranquilizer to your Bomb, you can change it into a Sleep Bomb. This Bomb deals no damage. When you use the Bomb's Explode property, each creature within the explosion makes a Wisdom saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has the Incapacitated condition until the end of its next turn at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for 1 minute. The condition ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the Bomb's effect.
Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this Bomb. A creature that succeeds on its saving throw against the Bomb is Immune to its conditions for 24 hours.
You can use this formula a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.
Level 6 Surgical Strike: You can take the Study action to examine a creature as a Bonus Action. You learn the target's creature type and make a DC 15 Intelligence check using a skill below, corresponding to the target's creature type. If you succeed, you learn one of the following pieces of information of your choice about the target: its AC, Immunities, Resistances, and whether it is Bloodied.
Whether you succeed or fail, you can't use this feature again to target that creature or another creature of its specific kind (such as humans or unicorns) until you finish a Short or Long Rest.
Arcana: Aberrations, Constructs, Elementals, Fey, and Monstrosities
History: Giants, and Humanoids
Nature: Beasts, Dragons, Oozes, and Plants
Religion: Celestials, Fiends, and Undead
Level 10 Necromantic Organs: You've augmented your body with reanimated organs that persist after your death. If you are reduced to 0 Hit Points but not killed outright, you can drop to a number of Hit Points equal to your Alchemist level.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 14 It's Alive!: Your research into necromancy has culminated in golem stitched together from discarded body parts. This golem uses the Alchemy Golem stat block. (Listed Below)
Creating or Replacing the Golem. You can make a golem using 3 Humanoid corpses in a process that requires 8 hours of work, which can be done during a Long Rest. If you already have a golem from this feature, the old one dies when the new one is completed.
Golem in Combat. The golem is under your control and is an ally to you and your allies. In combat, it takes its turn immediately before or after your turn each round (your choice). You can take a Bonus Action to mentally command the golem if it is within 500 feet of you. If you issue no commands, the golem takes the Dodge action and moves only to avoid harm.
Golem Grafts. You can attach up to three monstrous grafts to the golem.
Restoring the Golem. If the golem has died within the last hour, you can take a Magic action to touch it and expend 1 Reagent. The golem returns to life with a number of Hit Points equal to 1d10 plus your Intelligence modifier.
Alchemy Golem stat block
Large Monstrosity, Unaligned
AC 13 plus your Intelligence modifier
Initiative -1 (9)
HP 5 plus five times your Alchemist level (the golem has a number of Hit Dice [d8s] equal to your Alchemist level)
Speed 30 ft.
Str: 17 (+3) Dex: 8 (-1) Con: 18 (+4) Int: 6 (-2) Wis: 11 (+0) Cha: 5 (-3)
Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 30 ft.
Languages Understands the languages of its creator but can't speak
Traits
Alchemical Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The golem makes one Slam and one Unarmed Strike.
Slam. Melee Attack Roll: Bonus equals your Intelligence modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d8 plus 3 plus your Intelligence modifier Bludgeoning damage.
Unarmed Strike. Melee Attack Roll: Bonus equals your Intelligence modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d6 plus 3 plus your Intelligence modifier Bludgeoning damage.
Monstrous Grafts:
Harvesting a Graft. Grafts are harvested from the fresh corpses of monsters, slain within the last 48 hours or preserved by Gentle Repose or a similar spell. Harvesting a graft from a corpse takes 10 minutes. Only one graft can be harvested from each corpse. If the graft is too large or too small for the target creature, it is alchemically enlarged or reduced to fit. You can't harvest grafts from Tiny or Gargantuan creatures.
Certain grafts can only be harvested from monsters with a specific creature type, attack, or trait, as specified in the graft's Donor section.
Body Slots. Each graft takes up one of the following slots: Arms, External, Head, Internal, or Legs. You can't have more than one graft in the same body slot. For instance, if you already have an arm graft, you must remove it before you can attach a different arm graft.
First Installation in a Body Slot. The first installation of a graft in a particular body slot is an invasive procedure that often necessitates removing a body part or organ. This installation, which can be done during a Short Rest, requires one hour of work, a Healer's Kit and a knife, and someone else to perform the procedure. You lose half of your Hit Points and all of your Hit Dice when it is completed. Further installations in that body slot have none of these ill effects.
Attaching a Graft. After the first installation in a body slot, you can attach a graft in 10 minutes, which can be done during a Short Rest. Whenever you attach a graft for the first time, you can't use its abilities for 24 hours, as your body adjusts to its presence. A graft is permanent until another graft is provided to replace it.
Monstrous Graft Choices:
Amphibious Adaptation: Donor: Any Creature With the Amphibious or Water Breathing trait
You have grafted the fins and gills of an aquatic creature to your body. You have a Swim Speed equal to your Speed and you can breathe air and water.
Arcane Synapsis: Donor: Any Creature with a Spellcasting Action
You have stolen a bit of arcane potential by inserting additional nerves into your brain. You learn one cantrip of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip when you cast it with this graft (choose each time you install this graft).
Beast's Hide: Donor: Large or Larger Beast
You have transplanted the thick hide from a wild Beast onto your body. Your base Armor Class equals 13 plus your Dexterity modifier. You can wear armor on top of your Beast's Hide, and you can use either armor to determine your AC. You can use a Shield and still gain this benefit.
Bestial Weapons: Donor: Any Creature with a Bite or Claw Action
You have implanted either the teeth or claws from a monster into yourself, which you can use to make Unarmed Strikes. A set of claws occupy the Arms slot, whereas teeth occupy the Head slot.
You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Slashing damage (for Claws) or Piercing damage (for Teeth) equal to 1d6 plus your Strength or Dexterity modifier instead of the strike's normal damage.
Charging Hooves: Donor: Any Creature with a Gore or Hooves Action
You have replaced your legs with those of a running creature. Once on each of your turns, when you move at least 15 feet in a straight line, you can move up to 10 additional feet in that direction without spending movement.
Climbing Apparatus: Donor: Any Creature with a Climb Speed
You have replaced or complemented your lower limbs with those of a climbing creature. You have a Climb Speed equal to your Speed.
Darkvision: Donor: Any Creature with Darkvision
You have replaced your own eyes with those of a nocturnal or subterranean monster. You have Darkvision with a range of 60 feet.
Doppel Blooded: Donor: Any Creature with the Shape-Shift Action
As a Magic action, you can alter your appearance for up to 1 hour. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this ability to become quadrupedal, for instance.
Draconis Fundamentum: Donor: Dragon, Humanoid, or Monstrosity with a Breath Weapon Action (such as Fire Breath)
You have installed the mighty source of breath weapons into your body. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage. The damage is the same type as the donor's breath weapon. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this graft a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Heart of Steel: Donor: Any Construct
You have replaced your heart with a Construct's core. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a motionless state, during which you retain consciousness.
Horns: Donor: Any Creature with a Gore, Horns, Ram, or Tusks Action
You attach a sturdy pair of horns or tusks onto your body that you can use to make Unarmed Strikes. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal damage equal to 1d6 plus your Strength or Dexterity modifier instead of the strike's normal damage. The damage is the same type as the donor's attack. If you move at least 20 feet straight toward the target immediately before the hit, the target has the Prone condition, if it is Large or smaller.
Indiscernible Anatomy: Donor: Medium or Larger Aberration
You have spliced aberrant genetics into your body, which have altered your internal organs. Any Critical Hit against you becomes a normal hit.
Leaping Legs: Donor: Any Creature with the Standing Leap Trait or Pounce Action
The distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal). You suffer no penalty for making a standing High or Long Jump.
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Proficiency Bonus.
Oversized Arms: Donor: Giant
You have replaced your arms with a Giant's massive limbs. Your reach is 5 feet greater whenever you make an attack with a Melee weapon or Unarmed Strike. Additionally, you have Advantage on Strength checks and saving throws.
Prehensile Tail: Donor: Any Creature with a Tail Action
You attach a muscular, prehensile tail, which you can use to make Unarmed Strikes. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to 1d6 plus your Strength or Dexterity modifier instead of the strike's normal damage. Additionally, you can hold and manipulate objects and weapons with your tail, but you can't make attacks with weapons held by your tail or wield a Shield with your tail and gain its benefits.
Replacement: Donor: Any
One or more of your organs or limbs has been replaced with a part harvested from a monster. A Replacement can replace an amputated limb or missing organ but can't revive a creature that has died. Replacement limbs can look like the original limb, or can demonstrate obvious monstrous characteristics, depending on the donor. A Replacement organ or limb takes up one body slot relevant to it; for example, a troll's hand takes the Arms slot and a replacement kidney takes up the Internal slot. You can have more than one Replacement in a single body slot.










