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Complete Alchemist Redux

The document summarizes the key features of the Alchemist class, including: 1) Alchemists can create bombs and potions, gaining additional formulae and discoveries as they level up. They are proficient with alchemist's supplies and have a pool of reagent dice. 2) As alchemists level, they gain additional class features like Field of Study options, Improved Potions, and Evasion. Their formulae and discoveries known and reagent dice increase. 3) Alchemists start with alchemist's supplies, a simple weapon, and choice of pack, along with optional acid or poison vials. Their ability scores, hit points, proficiencies,

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jeremy.panneton
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0% found this document useful (0 votes)
171 views25 pages

Complete Alchemist Redux

The document summarizes the key features of the Alchemist class, including: 1) Alchemists can create bombs and potions, gaining additional formulae and discoveries as they level up. They are proficient with alchemist's supplies and have a pool of reagent dice. 2) As alchemists level, they gain additional class features like Field of Study options, Improved Potions, and Evasion. Their formulae and discoveries known and reagent dice increase. 3) Alchemists start with alchemist's supplies, a simple weapon, and choice of pack, along with optional acid or poison vials. Their ability scores, hit points, proficiencies,

Uploaded by

jeremy.panneton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table of Contents

Chapter 1: Alchemist ........................................................................................................................................... 1


Class Features ................................................................................................................................................. 1
Bomb Formulae ............................................................................................................................................... 5
Discoveries....................................................................................................................................................... 8
Field of Study................................................................................................................................................. 11
Chapter 2: Potions ............................................................................................................................................ 17
Chapter 3: Monstrous Grafts ......................................................................................................................... 18

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and
trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game
Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game
Content may be reproduced in any form without written permission.

Alchemist Redux is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2018 Mage Hand Press. All Rights Reserved
Chapter 1: Alchemist
A grinning gnome cackles with glee as he hurls a bomb strive to tap deeper into that power, researching and
into a group of charging goblins, blasting them into discovering new compounds composed of the elements.
scorched chunks. He produces another, throws it at his feet, The pinnacle of alchemy is the philosopher's stone, which
and disappears, still laughing, into the ensuing cloud of is rumored to grant its bearer supreme elemental power.
smoke. Few alchemists have succeeded in creating a philosopher's
A slender elf quickly mixes liquids and herbs in a small stone, and fewer still remain alive to divulge its secrets.
bowl. She applies the mixture to an arrow wound on an
injured dwarf's side, which immediately stops bleeding. Creating an Alchemist
Whether their methods are explosive, transformative, or When you create an alchemist, consider why your character
restorative, alchemists live to transmute the world around studies alchemy. Are you attracted to its dangerous power,
them to their liking. or its ability to help others? Do you desire to use magic, but
lack the aptitude or inborn ability?
Chemical Reactions Why do you adventure? Are you searching for new
One of the first things an alchemist learns is how to mix alchemical formulae or rare ingredients? Do you, like so
chemicals that react explosively with each other. many, seek the philosopher's stone?
Ostensibly, this is taught to students to prevent deadly Be sure to understand alchemy’s place in your campaign
accidents, but adventuring alchemists regularly apply this world. You might have learned your trade from a master or
knowledge to create bombs. studied alongside artificers and wizards in a university.
An alchemical bomb is a 1-pound, apple-sized, spherical Your trade might be commonplace or an oddity. Depending
glass or clay flask filled with a reactive chemical. A smaller on the setting, you might be respected for your knowledge
vial of thin glass containing a reagent is suspended in the or feared for your destructive potential.
liquid, and the whole thing is sealed with a cork or wax
seal. The chemicals violently explode when mixed. This Quick Build
occurs when the inner vial breaks, usually after the bomb You can make an alchemist quickly by following these
impacts a solid surface or a fuse sets off a small explosive suggestions. First, make Intelligence your highest ability
detonator within the vial. Bombs are primarily used to fend score, followed by Dexterity. Choose any background.
off enemies, but creative alchemists may find more
practical uses for explosives, such as demolishing
obstacles.
Class Features
As an alchemist, you gain the following class features.

Serums and Tinctures Hit Points


More experienced alchemists learn to mix less volatile Hit Dice: 1d6 per alchemist level
substances into potions, alchemical concoctions which Hit Points at 1st Level: 6 + your Constitution modifier
replicate magical effects. These potions range from the Hit Points at Higher Levels: 1d6 (or 4) + your
medicinal, such as potions of healing, to the transformative, Constitution modifier per alchemist level after 1st
such as potions of gaseous form, to the downright deadly,
such as potions of poison. Undisputed masters of potions,
Proficiencies
Armor: Light Armor
alchemists constantly innovate with new formulations and
Weapons: Simple weapons, bombs
preparations, improving their potions into magic items in
Tools: Alchemist’s supplies, herbalism kit
their own right.
Saving Throws: Dexterity, Intelligence
Elemental Sciences Skills: Choose three from Arcana, History, Insight,
Medicine, Nature, Perception, Sleight of Hand, and
The primary source of alchemy's power comes from the
Survival
elemental planes. It is no surprise, then, that alchemists

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Proficiency
The Alchemist Formulae Discoveries Reagent
Level Bonus Features Known Known Dice
1st +2 Bombs, Natural Philosopher ― ― ―
2nd +2 Bomb Formulae, Field of 3 ― ―
Study
3rd +2 Reagent 3 ― 3d10
4th +2 Ability Score Improvement, 3 2 4d10
Discoveries
5th +3 Flashbang 4 2 5d10
6th +3 Field of Study feature 4 3 6d10
7th +3 Improved Potions 5 3 7d10
8th +3 Ability Score Improvement 5 3 8d10
9th +4 ― 6 4 9d10
10th +4 Field of Study feature 6 4 10d10
11th +4 Evasion 7 4 11d10
12th +4 Ability Score Improvement 7 4 12d10
13th +5 ― 8 5 13d10
14th +5 Improved Potions 8 5 14d10
15th +5 Blast Coating 9 5 15d10
16th +5 Ability Score Improvement 9 5 16d10
17th +6 ― 10 6 17d10
18th +6 Field of Study feature 10 6 18d10
19th +6 Ability Score Improvement 11 6 19d10
20th +6 Philosopher’s Stone 11 6 20d10

Equipment
You start with the following equipment, in addition to the
equipment granted to you by your background:
• (a) a light crossbow and 20 bolts or (b) any simple
weapon
• (a) an explorer's pack or (b) a scholar's pack
• Alchemist's supplies and (a) a vial of acid, (b) a vial of
alchemist’s fire, or (c) a vial of basic poison
• Leather armor and a dagger

Natural Philosopher
You have learned many things about alchemy during your
studies. Starting at 1st level, you can add half your
proficiency bonus, rounded up, to any skill check made to
identify herbs, potions, poisons, or other alchemical
substances. If you are proficient with such a skill, this
bonus stacks with your normal proficiency bonus.

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Bomb
Bombs are martial melee weapons with the following statistics:
Name Cost Damage Weight Properties
Bomb 2 sp 1d10 fire 1 lb. Finesse, special, thrown (range 30/60)

Special Property
Bomb. When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be thrown at an
unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a
DC 11 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.
Additionally, as a bonus action, you can empty some of the bomb's explosive material to permanently remove
the blast radius from this bomb, dealing damage only to the bomb’s target.

Bombs Field of Study


At 1st level, you can create volatile alchemical bombs While all alchemists share a common knowledge base,
using your alchemist's supplies. Whenever you take a short most alchemists specialize into a particular field of study.
or long rest, you can create a number of bombs equal to 10 When you reach 2nd level, you select your field of study,
plus twice your alchemist level. The cost of materials which grants you features at 2nd, 6th, 10th, and 18th level.
necessary to create these bombs is negligible. The statistics A formula granted by your field of study does not count
of a bomb are shown in the Bombs sidebar. After 24 hours, against the total number of formulae you know.
an unused bomb becomes inert.
Instead of making an attack with a bomb using the Reagent
Attack action, once per turn you can take the Use an Object Starting at 3rd level, you have a collection of powerful
action to prime a bomb with explosive reagents and throw alchemical reagents, represented by a pool of reagent dice,
it, increasing the bomb's explosive potential and allowing that you can spend to brew potions or magnify the power of
you to deal additional damage. When you do so, you can your explosives.
add your Intelligence modifier, instead of Strength or
Dexterity, to the bomb's damage roll. Additionally, when Reagent Dice
you throw a bomb in this way, its damage increases by You start with three reagent dice, which are d10s, and you
1d10 when you reach 5th level (2d10), 11th level (3d10), gain additional reagent dice as you gain levels in this class,
and 17th level (4d10). as shown in the Reagent Dice column of the Alchemist
table. You regain all expended reagent dice when you
Saving Throws. When your bombs call for a saving
finish a long rest.
throw, its save DC is calculated as follows:
When you take the Use an Object action to prime and
Bomb save DC = 8 + your proficiency bonus + your throw a bomb, you can expend a number of reagent dice up
Intelligence modifier to your proficiency modifier and add the dice to the bomb's
damage roll.
Bomb Formulae
By 2nd level, your research has granted you insight into
new alchemical formulations for your bombs. Select three
bomb formulae from the Bomb Formulae section below.
Once per turn, when you take the Use an Object action to
throw a bomb, you can apply a formula to it.
When you gain certain levels in this class, you learn
additional formulae of your choice, as shown in the Bomb
Formulae Known column of the Alchemist table.
Additionally, when you gain a level in this class, you can
choose one of the formulae you know and replace it with
another formula.

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Brewing Potions Flashbang
You can spend 10 minutes and expend any number of
Beginning at 5th level, you carry a supply of concussive
reagent dice to brew potions. These potions retain potency
explosives which help you escape from perilous situations.
for 24 hours, after which they become inert. If a potion
As a bonus action, you can throw one of these explosives at
calls for a saving throw, it uses your bomb save DC.
your feet, disorienting and distracting nearby foes. Each
The number of reagent dice and the alchemist level
creature within 5 feet of you can't take reactions until the
required to brew a potion are given in the following table:
start of its next turn.
Alchemist
Potion Cost Level Evasion
Potion of Climbing 1 reagent die 3rd
Beginning at 11th level, when you are subjected to an effect
Potion of Growth 1 reagent die 3rd that allows you to make a Dexterity saving throw to take only
Potion of Healing 1 reagent die 3rd half damage, you instead take no damage if you succeed on
Potion of Water Breathing 1 reagent die 3rd the saving throw, and only half damage if you fail.
Cure-All 2 reagent dice 7th
Potion of Greater Healing 2 reagent dice 7th Blast Coating
Potion of Heroism 2 reagent dice 7th Starting at 15th level, you automatically succeed on saving
Potion of Resistance 2 reagent dice 7th throws against your own bombs and never take damage
Potion of Diminution 3 reagent dice 14th from them.
Potion of Flying 4 reagent dice 14th
Potion of Hill Giant Strength 4 reagent dice 14th Philosopher's Stone
Potion of Invisibility 4 reagent dice 14th At 20th level, you unlock the crowning achievement of all
Potion of Superior Healing 4 reagent dice 14th alchemy: a philosopher's stone, a dynamo of alchemical
energy in a fist-sized glowing jewel. You can construct
Reagent Synthesis your philosopher's stone using your alchemist supplies,
Once per day when you finish a short rest, you can regain 1,000 gp worth of materials, and 1 week of work. You can
all of your expended reagent dice that you have not used to only have one philosopher’s stone at a time and only you
brew potions. can gain the stone’s benefits. As long as you possess the
stone, you gain the following benefits:
Discoveries • Whenever you finish a short rest, you regain all
In the course of your research, you have made a number of expended reagent dice.
discoveries regarding the nature of alchemy. At 4th level, • Using the stone’s transmutation magic, you can brew
you gain two discoveries of your choice. When you gain potions as an action, instead of in 10 minutes.
certain alchemist levels, you gain additional discoveries of • You age 10 times slower than normal, and your age
your choice, as shown in the Discoveries Known column of cannot be magically changed.
the Alchemist table.
Additionally, you learn the following formula, which
Additionally, when you learn a new discovery, you can
doesn’t count against the total number of formulae you
choose one of the discoveries you know and replace it with
know:
another discovery that you could learn at that level.
Nuclear Bomb
Ability Score Improvement By replacing your bomb's explosive reagent with your
When you reach 4th level, and again at 8th, 12th, 16th, and philosopher’s stone, you can change it into a nuclear bomb.
19th level, you can increase one ability score of your A nuclear bomb deals 10d10 + 100 force damage instead of
choice by 2, or you can increase two ability scores of your its normal fire damage, has a blast radius of 1 mile, and
choice by 1. As normal, you can’t increase an ability score completely destroys the philosopher’s stone. Additionally,
above 20 using this feature. each creature within the blast radius that fails its saving
Alternatively, as an alchemist, when you gain an ability throw takes full damage, instead of half damage, and each
score improvement, you can instead choose to learn a new creature that succeeds its saving throw takes half damage,
Discovery for which you meet the prerequisites. instead of no damage.

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Bomb Formulae Missed Bombs
As bombs are explosive projectiles, it makes sense
Bomb formulae are summarized on the following table. If a to ask what happens if a thrown bomb fails to hit
bomb is exclusively available to one field of study, it will its target. For simplicity, we assume that missed
be marked with an asterisk. Unless otherwise stated, all bombs explode harmlessly in the background or
bombs produce a loud boom, audible out to one mile. fail to detonate altogether, but do not explode in
Bombs are presented in alphabetical order. the target's space and deal damage with its blast
radius. The GM can decide which of these two
Bomb Formulae
outcomes happens or can determine the outcome
Formula Damage Saving Throw randomly.
Acid Bomb d4 acid Dexterity
Bramble Bomb ― ―
Cryo Bomb d8 cold Constitution
Holy Bomb d8 radiant Dexterity
Bramble Bomb
By adding a potent fertilizer to your bomb's explosive
Impact Bomb d8 force Dexterity
contents, you can change it into a bramble bomb. A
Incendiary Bomb d6 fire Dexterity
bramble bomb deals no damage, and instead causes tough,
Laughing Gas Bomb d6 poison Constitution thorny brambles to sprout from any area of natural ground
Lightning Bomb d8 lightning Dexterity within the bomb's blast radius, which becomes difficult
Nonlethal Bomb d8 bludgeoning Dexterity terrain. Additionally, if a creature in the blast radius is
Pheromone Bomb* ― Wisdom prone when the bomb detonates, it is enveloped by the
Prismatic Bomb Varies Varies brambles and must make a Strength (Athletics) check
Oil Bomb d6 fire ― opposed by your bomb save DC in order to move or stand.
Painkiller Bomb* ― ― The brambles shrivel and die after 1 minute.

Plasma Bomb* ― Radiant Cryo Bomb


Psionic Bomb d6 psychic Wisdom By replacing your bomb's explosive reagent with a piece of
Quiet Bomb d8 fire Dexterity ice nine, you can change it into a cryo bomb. A cryo bomb
Seeking Bomb d6 fire Dexterity deals cold damage instead of fire damage, has d8 damage
Shrapnel Bomb* d8 piercing Dexterity dice, and requires a Constitution saving throw instead of a
Slime Bomb* ― ― Dexterity save. Additionally, the target, as well as each
Smoke Bomb creature within the blast radius that fails its saving throw,
― ―
has its speed decreased by 10 feet until the end of its next
Sonic Bomb d6 thunder Constitution
turn.
Stink Bomb d8 poison Constitution
Teleportation Bomb ― ― Holy Bomb
Thermobaric Bomb d6 fire Dexterity By adding a few drops of holy water to your bomb's
Venom Bomb* d8 poison Constitution explosive contents, you can change it into a holy bomb. A
Withering Bomb d8 necrotic Constitution holy bomb deals radiant damage instead of fire damage and
has d8 damage dice, unless the target is a celestial, fiend, or
Acid Bomb undead. The bomb's damage dice are d6s against celestials
By mixing your bomb's explosive contents with a few and a d12s against fiends and undead.
drops of ardenflotic acid, a highly corrosive chemical, you
can change it into an acid bomb. An acid bomb deals acid Impact Bomb
By replacing your bomb's explosive reagent with a more
damage instead of fire damage and has d4 damage dice.
reactive one, you can change it into an impact bomb. An
Additionally, the target, as well as each creature within the
impact bomb deals force damage instead of fire damage
blast radius that fails its saving throw, takes the same
and has d8 damage dice. Additionally, the target, as well as
amount of damage again at the end of its turn.
each creature within the blast radius that fails its saving
throw, is pushed 5 feet away from the center of the blast.

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Incendiary Bomb Prismatic Bomb
By adding a thickening agent to your bomb's explosive By adding an ounce of polyjuice, an unpredictable,
contents, you can change it into an incendiary bomb. An multicolored chemical, to your bomb's explosive contents,
incendiary bomb has d6 damage dice. Additionally, the you can change it into a prismatic bomb. A prismatic bomb
area of the blast radius is engulfed in flames which persist deals damage randomly-determined instead of instead of
until the beginning of your next turn. Flammable objects in fire damage, has d8 damage dice, and requires a randomly-
this area that aren't being worn or carried ignite. Any determined type of saving throw. Roll on each of the
creature that ends its turn in this area takes half the bomb's following tables.
damage.
d6 Damage d6 Saving Throw
Laughing Gas Bomb 1 Fire 1-2 Dexterity
By mixing your bomb's explosive contents with a drop of 2 Acid 3-4 Constitution
jesterate, a highly euphoric chemical, you can change it 3 Lightning 5-6 Wisdom
into a laughing gas bomb. A laughing gas bomb deals 4 Poison
poison damage instead of fire damage, has d6 damage dice,
5 Cold
and requires a Constitution saving throw instead of a
6 Radiant
Dexterity save. Additionally, the target, as well as each
creature within the blast radius that fails its saving throw, Psionic Bomb
falls prone in a fit of laughter. Once a creature is targeted By mixing your bomb's explosive contents with dust from a
by this bomb or succeeds on a saving throw against it, it psionic crystal, you can change it into a psionic bomb. A
does not fall prone on subsequently failed saving throws. psionic bomb deals psychic damage instead of fire damage,
has d6 damage dice, and requires a Wisdom saving throw
Lightning Bomb instead of a Dexterity save. Additionally, the target, as well
By replacing your bomb's explosive reagent with a charged
as each creature within the blast radius that fails its saving
arcane capacitor, you can change it into a lightning bomb.
throw, makes ability checks to concentrate on spells with
A lightning bomb deals lightning damage instead of fire
disadvantage until the end of its next turn.
damage and has d8 damage dice. Additionally, the target,
as well as each creature within the blast radius that fails its Quiet Bomb
saving throw, can't take reactions until the end of its next By replacing your bomb's explosive reagent with a wad of
turn. thermal cotton, you can change it into a quiet bomb. A
quiet bomb has d8 damage dice. When this bomb
Nonlethal Bomb detonates, it makes only a low thud, audible out to 10 feet,
By replacing your bomb's explosive reagent with a pouch
and releases a puff of smoke to mask the light given off by
of rubber pellets, you can change it into a nonlethal bomb.
its blast. Creatures have disadvantage on ability checks to
A nonlethal bomb deals bludgeoning damage instead of fire
detect that this bomb was detonated nearby.
damage and has d8 damage dice. If damage from this bomb
drops a creature to 0 hit points, it knocks the creature out, Seeking Bomb
rather than dealing a killing blow, rendering the creature By replacing your bomb's explosive reagent with a
unconscious and stable. Additionally, this bomb's rubber powerful lodestone, you can change it into a seeking bomb.
projectiles bounce around corners, ignoring half and three- A seeking bomb has d6 damage dice. You don't suffer
quarters cover for targets within the blast radius. disadvantage from making a ranged attack using this bomb
while you are within 5 feet of a hostile creature.
Oil Bomb
By mixing your bomb's explosive contents with a few Smoke Bomb
drops of a super-surfactant, you can change it into an oil By removing your bomb's explosive reagent entirely, you
bomb. An oil bomb does not deal damage, but coats each can change it into a smoke bomb. A smoke bomb deals no
creature within the blast radius in a sticky, flammable oil. damage but fills a 10-foot radius sphere with smoke. This
The next time a creature coated in oil takes fire damage, it fog spreads around corners and its area is heavily obscured.
takes an additional d6 damage for each die of fire damage It lasts for a number of rounds equal to your Intelligence
rolled. Oil can be removed by dousing a creature with a modifier or until a wind of moderate or greater speed (at
gallon of water.

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least 10 miles per hour) disperses it. Once you throw one of Teleportation Bomb
these bombs, you can't throw another for 1 minute. By replacing your bomb's explosive reagent with a glowing
etherite crystal, you can change it into a teleportation
Sonic Bomb bomb. A teleportation bomb deals no damage and instead
By mixing your bomb's explosive contents with a few
opens a rift in space, instantly teleporting you to its point of
drops of air elemental essence, you can change it into a
detonation, if it explodes within 30 feet of you.
sonic bomb. A sonic bomb deals thunder damage instead of
fire damage, has d6 damage dice, and requires a Thermobaric Bomb
Constitution saving throw instead of a Dexterity save. By replacing your bomb's explosive reagent with a delayed
Additionally, the target, as well as each creature within the explosive, you can change it into a thermobaric bomb. A
blast radius that fails its saving throw, is deafened until the thermobaric bomb deals has d6 damage dice and explodes
end of its next turn. in a 10-foot radius sphere.

Stink Bomb Withering Bomb


By adding a single drop of skunkanide, a chemical too By mixing your bomb's explosive components with a
unholy to expound upon, you can change it into a stink powerful desiccating agent, you can change it into a
bomb. A stink bomb deals poison damage instead of fire withering bomb. A withering bomb deals necrotic damage
damage, has d8 damage dice, and requires a Constitution instead of fire damage, has d8 damage dice, and requires a
saving throw instead of a Dexterity save. Additionally, the Constitution saving throw instead of a Dexterity save.
target, as well as each creature within the blast radius that Additionally, the target, as well as each creature within the
fails its saving throw, has disadvantage on ability checks it blast radius that fails its saving throw, can't regain hit
makes before the end of its next turn. points until the end of its next turn.

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Discoveries Potion
Oil of Slipperiness
Cost
2 reagent dice
If a discovery has prerequisites, you must meet them to Sandstone Solution 2 reagent dice
learn it. You can learn the discovery at the same time that Aqua Fortis 3 reagent dice
you meet its prerequisites. You can only learn a discovery Chameleon Concoction 3 reagent dice
once, unless otherwise specified. Potion of Gaseous Form 3 reagent dice

Advanced Poisoner Arcane Study


Prerequisite: 13th level, Venomsmith Field of Study
You learn three cantrips of your choice from the wizard
Your morbid research into the most vicious, exotic poisons spell list. Your casting modifier for these cantrips is
has revealed how to synthesize the following poisons when Intelligence.
you brew potions:

Potion Cost
Ballistics Research
You learn two additional bomb formulae.
Burnt Othur Fumes 3 reagent dice
Crawler Mucus 3 reagent dice Battle Training
Drow Poison 3 reagent dice You gain proficiency with martial weapons and shields.
Midnight Tears 5 reagent dice
Beguiling Haze
Pale Tincture 4 reagent dice Prerequisite: 13th level, Amorist Field of Study
Wyvern Poison 6 reagent dice When you charm a creature, you can choose to place it in a
dreamy state, from which it regards everyone it sees as
Alchemy of Ascendancy close friends. While the creature is charmed, it is nonhostile
Prerequisite: 17th level
and acts as though it is charmed equally by each creature it
A breakthrough in your alchemical studies has revealed the
sees. Once you use this ability, you can't use it again until
formulation of several potent elixirs. You can brew the
you finish a short or long rest.
following potions:

Potion Cost
Buffered Metabolism
Prerequisite: 13th level, Xenoalchemist Field of Study
Necromantic Draught 4 reagent dice
As a reaction when you take damage, you can expend any
Oil of Etherealness 4 reagent dice
number of reagent dice up to your proficiency bonus to
Potion of Speed 4 reagent dice
reduce the amount of damage taken buy the total rolled on
Potion of Stone Giant Strength 4 reagent dice the dice.

Alchemy of Influence Clotting Agent


Prerequisite: 13th level You have developed a serum that protects you from harm.
Your alchemical research has revealed many of the basic Your hit point maximum increases by your alchemist level
chemicals which govern emotions. You can brew the + your Constitution modifier, and increases by 1 again
following potions: whenever you gain a level in this class.

Potion Cost Craft Homunculus


Potion of Animal Friendship 1 reagent die Using a special alchemical process requiring 8 hours of
Philter of Love 2 reagent dice work, you can create a homunculus. A homunculus
Potion of Clairvoyance 3 reagent dice functions as a familiar summoned by the find familiar spell,
Potion of Mind Reading 3 reagent dice with several differences:
• The telepathic link between you and your homunculus
Alchemy of Transformation functions at any distance, provided you and your
Prerequisite: 13th level homunculus are on the same plane of existence.
You have mastered the alchemical secrets of shifting • Your homunculus is a construct.
matter, which allow you to brew the following potions: • You cannot dismiss your homunculus as you would a
familiar.

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• Your homunculus cannot assume a different form. within the cone must make a Dexterity saving throw or take
damage as if the bomb had been thrown. On a successful
When your homunculus dies, its body remains, and can be
save, a creature takes half as much damage. When you use
reanimated as a ritual requiring 1 hour of work, which can
this ability, you take 1d4 points of fire damage each of your
be performed over the course of a short or long rest.
bomb’s damage dice.
Your homunculus can take the Attack action on its turn.

Demolition Spree Fire in the Hole


Prerequisite: 9th level
Prerequisites: 13th level, Mad Bomber Field of Study
You have tweaked your bomb’s formula to increase its
When you take the Use an Object action to prime and
explosive yield. Your bomb save DC increases by half your
throw a bomb, you can throw a number of bombs equal to
proficiency bonus, rounded down.
the number of the bomb's damage dice, instead of only one.
Each bomb you throw deals 1d10 damage plus your
Fortified Serum
Intelligence modifier and can't target the same creature or Prerequisites: 13th level, Apothecary Field of Study
space. You must spend reagent dice separately on these
Whenever a creature regains hit points by drinking one of
bombs and can apply a bomb formula to only one of them.
your potions, it gains resistance to bludgeoning, piercing,
Explosive Missile and slashing damage from nonmagical weapons until the
As a bonus action on your turn, you can load one of your end of its next turn.
bombs onto the head of a crossbow bolt. Instead of its
normal damage, this bolt deals damage as if you had
Grenadier
When you take the Use an Object action to prime and
primed and thrown a bomb as an action, but does not have
throw a bomb, you can use your bonus action to make an
a blast radius. Only one of your bombs can be loaded onto
attack with a weapon that isn't two-handed.
a bolt at a time and you can't fire an explosive bolt if you
have already thrown a bomb on your turn. Hemoreagent
Prerequisite: 17th level
Fire Brand
When you take the Use an Object action to throw a bomb,
You can mix your bomb's reagents together and apply the
you can convert a measure of your own blood into reagents.
fiery concoction to a melee weapon you are holding as a
You can add five or fewer reagent dice to the bomb's
bonus action. Until the end of your turn, this melee weapon
damage roll and you take 1d6 necrotic damage for each
deals an additional 1d6 fire damage on a hit. This bonus
reagent die added. This damage can't be avoided or
damage increases by 1d6 at 5th level (2d6), 11th level
reduced.
(3d6), and 17th level (4d6.)

Fire Eater Lazarus Bolt


Prerequisite: 9th level
Instead of throwing a bomb, you can take the Use an Object
action to drink a bomb’s contents and You've discovered a radical necromantic workaround:
spit them out in a 15-foot restoring life with direct electricity to the heart. As
cone. Each creature

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an action, you can drive a bolt into the torso of a creature succeed its saving throw against the bomb and take no
that has died within the last minute and shock it back to damage from it.
life. That creature returns to life with 1 hit point. This
feature can’t return to life a creature that lacks a heart, a Reactionary Gulp
creature that has died of old age, or a creature that is Prerequisite: 17th level
missing vital organs. By keeping your potions organized on a bandolier or in a
Once you use this ability, you can’t use it again until series of pouches, you can quickly draw them in a
you finish a short or long rest. moment’s notice. Immediately after you take damage from
a creature you can see, you can use your reaction to drink a
Magnified Blast potion.
Prerequisite: 17th level
Thanks to a new internal design for your bombs, you can Reagent Pulse
expand it blast radius along with its magnitude. Whenever Prerequisite: 13th level, Ionizer Field of Study
you add reagent dice to your bomb’s damage, you can also You can integrate a special ionization chamber within a
choose to expand the bomb’s blast radius by a distance of blaster of your choice with one minute of work. Once
up to 5 feet per two reagent dice spent. you've modified a blaster in this way, you can spend a
number of reagent dice up to your proficiency bonus when
Ooze Cowboy you make an attack roll with that blaster, adding your
Prerequisite: 13th level, Ooze Rancher Field of Study Intelligence modifier and the reagent dice to the blaster's
Tired of waiting for your oozes to catch up with you, damage roll.
you’ve modified your formula to make extra fast slimes!
All slimes you make have a movement speed of 30 feet, if Recycled Potions
it were lower. Additionally, you can ride any ooze you Prerequisite: 9th level
make of Medium size or larger as a mount. You and your When you brew potions, you can distill those you have
equipment suffer no ill effect from touching your oozes already brewed, recovering the reagents stored within. You
directly. Lastly, your oozes add your proficiency modifier can convert brewed potions into reagent dice and you can
to their damage rolls and initiative rolls. choose to expend those dice to create new potions. You
can’t gain more than your maximum number of reagent
Poisoner dice using this ability.
Thanks to your research into poisonous compounds, you've
learned how to concoct lethal toxins. You gain proficiency Syringe
with the poisoner's kit. Additionally, you can craft the Using a sophisticated hypodermic needle, you can more
following poisons when you brew potions, which use your quickly administer potions and poisons. As a bonus action,
bomb save DC instead of their normal save DC: you can inject a potion into yourself or a willing creature
within 5 feet of you, granting the benefits of the potion as if
Poison Cost it were drank normally. You can inject a potion into an
2 × Basic Poison 1 reagent die unwilling creature with a successful melee attack.
2 × Antitoxin 1 reagent die
Potion of Poison 2 reagent dice
Tri-Mutation
Prerequisites: 13th level, Mutagenist Field of Study
Oil of Taggit 2 reagent dice
You’ve developed a powerful, but fleeting way of blending
Serpent Venom 2 reagent dice
your mutagens together. When you inject yourself with a
Truth Serum 2 reagent dice
mutagen, you can choose to inject a tri-mutagen, which
grants you the benefit of all your mutagens at once. This
Precision Explosives benefit lasts for 1 minute, or until you use your bonus
You have modified your bombs to have narrow gaps in
action to inject yourself with a different mutagen. Once you
their explosions, perfect for keeping some creatures safe
use this ability, you can’t use it again until you finish a long
from the blast. You can choose one creature in the blast
rest.
radius of a bomb other than the target to automatically

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Amorist
The study of mind-affecting
alchemy is a delicate one,
practiced only by a small
number of alchemists, known
as amorists. Often called “love
doctors” by their clientele,
amorists specialize in the brewing of
potions that produce strong emotional responses in
their drinkers. While love potions are by far their most
popular product, amorists can also craft pungent
pheromone bombs which can even soften the hearts of
terrible monsters.

Bonus Proficiencies
When you select this field of study at 2nd level, you gain
proficiency in the Deception and Persuasion skills.

Pheromone Bomb
Starting at 2nd level, you can craft pheromone bombs. By
replacing your bomb's explosive reagent with a potent
pheromone you can change it into a pheromone bomb. A
pheromone bomb deals requires a Wisdom saving throw
instead of a Dexterity save. The bomb deals no damage,
and instead causes the target, as well as each creature
within the blast radius that fails its saving throw,
to be charmed by you until the end of its turn or
it takes damage.

Magnetic Personality
Starting at 6th level, you can add your
Intelligence modifier to Charisma checks
that you make.

Alchemical Perfume
Beginning at 10th level, you wear an aromatic mind-
altering perfume which endears others to you. When a
hostile creature within 5 feet of you makes an attack roll
against you, it must make a Wisdom saving throw against
you bomb save DC or have disadvantage on the attack roll.

Fields of Study
Once a creature succeeds on this saving throw, it is immune
to this effect for 24 hours. Creatures which are immune to
being charmed automatically succeed this save.
All alchemists learn the basics of their science: the
elements, chemical reactions, and alchemical formulae. Alchemical Romance
Beyond that, alchemists pick up a specialty which they Starting at 18th level, during a long rest, you can spend 4
practice and research in depth. Some focus on the healing reagent dice to make an extremely potent potion of true
arts, and some focus on destruction, where others focus on love. This potion acts much like a philter of love, except
research or potion-brewing. Fields of study are as varied as that when you make the potion, you choose the creature the
the alchemists which research them and have applications target regards as its true love, provided the target knows the
equally as diverse. creature or meets it within 24 hours of consuming the

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potion. Additionally, this effect lasts indefinitely, ended Dark Matter
only when you make a new potion of true love, or the effect
The Ionizer Field of Study uses blaster rules
is removed with a remove curse spell or similar magic.
included in the book Dark Matter, published by
When this potion’s effects are ended on a target, it regards
Mage Hand Press.
the creature it once loved with total disgust, and can never
love that creature again.

Apothecary dead. Pouring this concoction on a humanoid corpse that


has been dead no longer than 10 days as an action causes
Many practically-minded alchemists assume the role of the
the effect of the raise dead spell.
apothecary, for adventuring parties always needs a healer,
and clerics might be in short supply. During their
downtime, such alchemists have a marketable skill to
Ionizer
depend upon for income and can do an indisputable amount Research into alchemical alternatives to devices such as
of good with their knowledge. Apothecaries are constantly blasters or personal shield emitters is practiced by very few
at work studying potions and herbology, preferring to learn alchemists, more out of scientific curiosity rather than true
how to mend the body, rather than destroy it. innovative spirit. A select few, however, become true
masters in energy manipulation. These so-called ionizers
Bonus Proficiencies can bend most forms of energy to their will using
When you choose this field of study at 2nd level, you gain sophisticated alchemical reactions.
proficiency with the Medicine skill.
Bonus Proficiencies
Formula: Painkiller Bomb When you select this field of study at 2nd level, you gain
At 2nd level, you can create painkiller bombs. By mixing proficiency with the Technology skill.
your bomb's explosive reagent with a slurry of analgesic
oil, you can change it into a painkiller bomb. A painkiller Formula: Plasma Bomb
bomb deals no damage, and instead grants each creature At 2nd level, you can craft plasma bombs. By replacing
within its blast radius temporary hit points equal to 1d8 your bomb's explosive reagent with an ion-fluxer, you can
plus half your alchemist level, which last until the end of change it into a plasma bomb. A plasma bomb deals radiant
your next turn. This bomb has no effect on constructs and damage instead of fire damage. When you hit a creature
undead. with this bomb, an intense attractive force causes it to
permanently stick to the creature, exploding and dealing
Potion Toss damage as normal at the end of the creature's turn.
Starting at 6th level, you’ve developed a chemical
mechanism to deliver potions more effectively to distant Heatsink
allies. You can use your action to hurl a potion at a willing By 6th level, you've learned an alchemical trick to channel
creature within 20 feet of you. The target gains the benefit excess heat away from a blaster, normalizing its
as if they had drank the potion normally. temperature. Once per turn, you can use an action or a
bonus action to supercool a blaster you touch. The next
Self-Medication time this blaster would overheat within the next minute, it
By 10th level, you’ve tested out your own tolerances to automatically cools down and stops being overheated. If
painkillers such that you can take a small measure regularly you supercool a blaster that is overheated, it immediately
without ill effect. Whenever you drink a potion that has the stops being overheated.
effect of restoring your hit points (even if you already have You can use this ability a number of times equal to your
all of your hit points), you gain advantage on saving throws Intelligence modifier and regain all expended uses when
until the end of your next turn. you finish a long rest.

Alchemical Resurrection Electromagnetic Shield


Starting at 18th level, your medicines are potent enough to Starting at 10th level, you have discovered a way to deflect
rouse the dead. By using your action to mix 500 gp worth harmful projectiles by reverse engineering a plasma bomb.
of diamond dust into a potion of superior healing or a As a reaction when you would be hit by a ranged weapon
potion of supreme healing, you create a potion of raise attack that deals force, lightning, necrotic, or radiant

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damage, you can roll a d6. On a roll of 6, the attack misses Formula: Black Powder Bomb
you. Beginning at 18th level, you can craft the dreaded black
powder bombs. By replacing your bomb's explosive
Energetic Discharge reagent with a charge of black powder, you can change it
At 18th level, you create a fist-sized “discharge device”
into a black powder bomb. A black powder bomb has d12
that can absorb, store, and redirect small amounts of any
damage dice.
energy that hits you. When you use your Electromagnetic
Shield feature, regardless of your roll, your discharge
device gains 1 charge, to a maximum of 10. Charges last
Mutagenist
for 24 hours. As a bonus action on your turn, you can The study of alchemy is fundamentally the study of
expend any number of stored charges and make a ranged transformation. All alchemists transmute mundane
attack roll against a target within 60 feet. On a hit, the materials into magical substances: potions, elixirs, and
target takes 1d8 force or radiant damage (your choice) for bombs, yet some take it one step further. You have
each charge expended. discovered the secrets of the mutagen, the very keystone of
transmutation, which allows you to transform your very
Mad Bomber body, gaining supernatural strength or speed, sprouting
additional limbs or claws, or thickening your skin into a
While many "mad bombers" aren't actually mad, it takes a
stony aegis.
special kind of crazy to devote one's life to studying
explosives. Most alchemists who specialize in this field are Bonus Proficiencies
incorrigible pyromaniacs who take great pleasure in At 2nd level, you gain proficiency in your choice of the
burning, blasting, and blowing things up. Mad bombers are Acrobatics or Athletics skill, as well as in the use of
always working to improve their bombs' effectiveness. shields.

Blasting Specialty Mutagen


Starting when you choose this field of study at 2nd level, Beginning at 2nd level, you can use your bonus action to
your bombs deal double damage to objects and structures. inject yourself with a powerful transmutative potion known
as a mutagen. You gain one of the following benefits of
Formula: Shrapnel Bomb your choice for 1 minute, or until you use your bonus
At 2nd level, you can create shrapnel bombs. By
action to inject yourself with a different mutagen:
augmenting your bomb's explosive reagent with metal
Strength. Your Strength score increases by 3, to a
bearings, you can change it into a shrapnel bomb. A
maximum of 20.
shrapnel bomb deals piercing damage instead of fire
Additionally, you sprout claws, fangs, spines, horns, or a
damage, has d8 damage dice, and explodes in a 10-foot
different natural weapon of your choice. You can use this
radius.
natural weapon to make unarmed strikes. On a hit, you deal
Timed Demolition damage equal to 1d4 + your Strength modifier, instead of
At 6th level, you’ve learned how to set bombs to explode the bludgeoning damage normal for an unarmed strike. The
on a delay. When you take the Use an Object action to damage of this attack is bludgeoning, piercing, or slashing,
prime a bomb and throw it, you can set a duration for its as appropriate for the natural weapon.
detonation, which can be any number of rounds (any Dexterity. Your Dexterity score increases by 3, to a
increment of 6 seconds) up to one minute. Following this maximum of 20. Additionally, your movement speed
duration, the bomb detonates at the end of your turn. increases by 5 feet.
Constitution. Your Constitution score increases by 3, to
Blast Shield a maximum of 20. When you gain this increase, your
Starting at 10th level, you have developed an elemental current and maximum hit points increase accordingly with
plating to protect you from hazardous energies. You gain your new Constitution score, but when this effect ends,
resistance to your choice of acid, cold, fire, or lightning both your current and maximum hit points decrease by the
damage and can change your selection whenever you finish same amount.
a long rest.

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Shared Mutagen Ooze Empathy
At 6th level, you’ve created a formulation of your Starting when you choose this field of study at 2nd level,
mutagens generic enough to safely be injected into others. you've developed a pheromone mix which engenders all
You can use your action and spend a reagent die to inject a kinds of slime to you. Whenever an ooze tries to attack
willing creature within 5 feet of you with a mutagen of you, it must make a Wisdom saving throw against your
your choice. A creature can only be under the effect of one bomb save DC. On a failed save, its attack misses. On a
mutagen at a time. Once you have injected another creature successful save, the ooze is immune to this feature for the
with a mutagen, you can’t do so again until the original next 24 hours.
mutagen ends.
Formula: Slime Bomb
Advanced Mutation At 2nd level, you can create slime bombs. By mixing your
Starting at 10th level, whenever you inject yourself with a bomb's explosive contents with the remnants of an ooze,
mutagen, you can choose one of the following additional you can change it into a slime bomb. A slime bomb deals
mutations: no damage, but coats each creature within the blast radius
Hyperelastic. Your flesh takes on a rubbery quality, in a viscous, green slime. No creature coated in slime can
allowing you to bend and stretch with ease. Your melee take the Dash action or the Disengage action. Slime can be
weapon attacks gain the Reach property, if they did not removed by dousing a creature with a gallon of water or by
already have them. Additionally, you have advantage on taking an action to remove most of it.
ability checks you make to escape grapple or slip binds.
Mucilaginous. Your skin secretes a thick, extremely Bottled Oozes
sticky substance which helps you adhere to objects. You Starting at 6th level, you've learned a clever alchemical
can move up, down, and across vertical surfaces and upside trick for condensing oozes into denser states and storing
down along ceilings, while leaving your hands free. You them in stasis for later use. Whenever you brew potions,
also have a climbing speed equal to your walking speed. you can spend 2 reagent dice to create an ooze bottle.
Additionally, creatures have disadvantage on ability checks
Liquid Anatomy
made to escape grapple with you. By 10th level, your experiments with ooze alchemy has
Polybrachia. You grow a pair of additional arms. These resulted in injecting yourself with a measure of ozoplasm, a
arms are fully functional and can be used to hold weapons fundamental substance which composes oozes and slimes.
and shields (allowing you to hold 2 two-handed weapons, As a result, you can move through any space as narrow as 1
or 4 one-handed weapons), perform somatic components of inch wide without squeezing (though your equipment does
spells, and perform other actions, though the arms not similarly compress). Moreover, you take no additional
themselves don't grant you any additional actions. damage from critical hits.

Mutated Blood Ooze Jug


By 18th level, your mutagens have permanently altered Beginning at 18th level, you've solved the major problem
your biology. Choose Strength, Dexterity, or Constitution. preventing large oozes from being bottled: you just needed
This ability score increases by 2 and its maximum becomes a much larger bottle. You have one ooze jug, which
22. Once you have chosen an ability score, this selection functions like an ooze bottle, but contains a larger ooze.
can’t be altered. You can only have one ooze jug at a time and it can only

Ooze Rancher contain one ooze at a time. You can fill it with the
following oozes when you brew potions:
Unsurprisingly, oozes, jellies, and slimes are a fascinating
Ooze Cost
subject of subject for alchemists who wish to piece together
how inanimate chemicals can form together and rise up in a Ochre Jelly 4 reagent die
moving, hungry mass. The answer to this question may Gelatinous Cube 8 reagent die
very well be at the heart of alchemy itself. Alchemists Black Pudding 10 reagent dice
which choose to research slimes in depth are called ooze
ranchers, for they breed and keep numerous slimes to
experiment upon.

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Venomsmith
For every alchemist that has devoted his or her life to
healing the sick and infirm, there is another with a darker
calling. Commonly called poisoners or venomsmiths, these
alchemists are masters in the art of crafting deadly and
debilitating poisons. Whether employed by an assassin’s
guild or performing assassinations themselves, a
venomsmith’s presence is usually accompanied by
untimely death.

Poisoner
Beginning when you choose this field of study at 2nd level,
you gain the Poisoner discovery. Until you reach 3rd level,
you have 2 reagent dice which can spend only on crafting Toxic Recompense
Starting the 18th level, whenever a creature within 5 feet of
poisons using this discovery. You can't later replace this
you hits you with a melee attack, you can use your reaction
discovery with a different one when you gain a level in this
to unleash a spray of poisonous vapor. The attacker must
class.
make a Constitution saving throw against your bomb save
Additionally, when you deal poison damage to a
DC or be poisoned for 1 minute. While poisoned, the
creature, you ignore resistance to poison damage and you
creature takes 1d10 poison damage at the start of each of its
treat immunity to poison damage as resistance instead,
turns. A poisoned creature can repeat the saving throw at
dealing half damage.
the end of each of its turns, ending the effect on itself on a
Formula: Venom Bomb success.
At 2nd level, you can create venom bombs. By mixing a
few drops of a fast-acting toxin into your bomb's explosive Xenoalchemist
components, you can change it into a venom bomb. A A small number of renegade alchemists elect to experiment
venom bomb deals poison damage instead of fire damage, on themselves, modifying their anatomy or even outright
has d8 damage dice, and requires a Constitution saving attaching new body parts. These experiments are often
throw instead of a Dexterity save. Additionally, the target, considered unethical and dangerous, even by other
as well as each creature within the blast radius that fails its alchemists, and those that practice them are branded
saving throw, have disadvantage on the next Strength, xenoalchemists for their efforts. As xenolchemists progress
Dexterity, or Constitution saving throw it makes before the in their studies, they invariably stumble upon the dangerous
end of its next turn. practice of alchemical necromancy, which allows them to
imbue unlife upon amalgamations of body parts.
Alchemical Assassin
Beginning at 6th level, you are adept at applying poisons Xenobiology
without being seen. You have advantage on Dexterity Starting when you choose this field of study at 2nd level,
(Sleight of Hand) checks you make to add ingested you have advantage on all ability checks you make to
poisoned to food or drink, to apply poison to a weapon you identify or research monsters.
are holding without being seen, or to place a vial of poison
on another person without them noticing. Mad Scientist
By 2nd level, you've learned the finer points of reanimating
Mithridatism dead appendages and stitching them to things. You gain
By 10th level, by administering yourself small doses of two monstrous grafts of your choice. Additionally, you
various poisons and toxins, you have developed immunity don’t lose hit points or hit dice from installing or removing
to their ravages. You have immunity to poison damage and grafts, and it takes you no time to recover after the
to being poisoned. attachment of a new graft.

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Surgical Attack
Beginning at 6th level, whenever you take the Attack or
Use an Object action on your turn, you can make an
Alchemy Golem
Medium construct, neutral
unarmed strike. You can only use this ability if your
unarmed strike is improved by a graft, such as Bestial Armor Class 13 (natural armor)
Features. Hit Points 76 (9d8 +36)
Speed 30 ft.
Necromantic Organs
STR DEX CON INT WIS CHA
By 10th level, you've learned how tinge your own biology
17 (+3) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
with necromancy through reanimated organs that will
persist after your death. If you drop to 0 hit points and don't Damage Resistances bludgeoning, piercing, and slashing from
die outright, you drop to 1 hit point instead. nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened,
Once you use this ability, you can't use it again until you paralyzed, petrified, poisoned
finish a long rest. Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t
It's Alive! speak
Challenge 5 (1,800 XP)
Beginning at 18th level, your research into the field of
alchemical necromancy has culminated in an alchemical Aversion of Fire. Whenever the alchemy golem takes fire
golem stitched together from discarded body parts. You can damage, it has disadvantage on ability checks and attack rolls
create an alchemy golem in an 8-hour long procedure, until the end of its next turn.

which can be conducted over the course of a long rest. To Immutable Form. The alchemy golem is immune to any spell
or effect that would alter its form.
complete this process, you must have a healer's kit,
Lightning Absorption. Whenever the alchemy golem is
alchemist's supplies, and a knife (or a facility with access to
subjected to lightning damage, it takes no damage and
such tools), as well as at least three recently deceased instead regains a number of hit points equal to half the
humanoid corpses. lightning damage dealt.
Your alchemy golem acts independently on its own turn, Magic Resistance. The alchemy golem has advantage on
but always obeys your commands. On each of your turns, saving throws against spells and other magical effects.

you can use a bonus action to mentally command your Monstrous Grafts. The alchemy golem’s weapon attacks,
including monstrous grafts added by its creator, are magical.
golem if it is within 60 feet of you. You decide what action Monstrous grafts have a +6 attack bonus, deals twice the
the golem will take and where it will move during its next normal number of damage dice, and add 5 to damage rolls.
turn, or you can issue a general command, such as to guard The alchemical golem can only have 1 graft in each slot.
a particular chamber or corridor. If you issue no ACTIONS
commands, the golem only defends itself against hostile Multiattack. The alchemy golem makes two melee weapon
creatures. Once given an order, the golem continues to attacks.
follow it until its task is complete. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage.
When the alchemy golem drops to 0 hit points, it dies.
You can restore your alchemy golem's hit points and
reanimate it over the course of a short or long rest.
You can attach up to three grafts to your alchemy
golem. You can only have one alchemy golem at a time.

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Chapter 2: Potions
Alchemists are masters of all manner of potions and This liquid's hue rapidly shifts to match whatever material
concoctions. Indeed, nearly all of the universal solvents and it is nearest to. When you drink this potion, your skin
potions of invisibility found in dungeons and crypts camouflages to match the color and texture of your
originated in an alchemist’s lab. The following potions surroundings, granting your advantage on Dexterity
might be brewed by an alchemist or found as treasure. (Stealth) checks you make to avoid being seen for 1 hour.

Alchemical Anesthetic Cure-All


Potion, uncommon Potion, uncommon
This clear, odorless potion is housed in a wicked-looking The cure all contains 1d4 + 1 doses of potent medicine. A
syringe, which contains 4 doses. You can administer the creature can drink a dose as an action, curing it of any
anesthetic to a willing creature as an action, dulling its disease, ending its poisoning, and causing it to be immune
nerves and making it impossible for them to feel pain for to being poisoned for 1 hour. A complex swirl of red liquid
one hour. An aestheticized creature has advantage on in the potion's center resembles a snake on a pole. Shaking
Constitution checks and saving throws and can't be the bottle fails to mix the colors.
incapacitated or have disadvantage on rolls due to being in
pain. However, the creature is unaware of how much pain Necromantic Draught
they are in or how many levels of exhaustion they have. If a Potion, rare
player character is aestheticized, the GM tracks the This brightly glowing neon-yellow goo is repelled away
character's hit points and levels of exhaustion instead of the from living things which touch its container. Pouring this
player for the duration. potion on a humanoid corpse causes the effect of the
If you administer a dose over the course of a minute to a animate dead spell for 24 hours. You command undead
willing or unconscious creature, you can render the creature animated in this way.
unconscious for one hour. If you continue to slowly
administer anesthetic (one dose every eight hours), you can
Ooze Bottle
Potion, rare
keep a creature unconscious for up to 24 hours; keeping a
The charcoal-colored liquid inside this bottle seems to
creature unconscious longer than this results in death.
lunge about with unnatural momentum. As an action, you
Aqua Fortis can throw this vial up to 20 feet, shattering it on impact and
Potion, rare releasing a gray ooze. This ooze is friendly to you and your
This transparent acid constantly bubbles within its sealed allies and will otherwise attack the nearest creature it can
vial. As an action, you can throw the vial up to 20 feet, detect. If there is no creature to attack, the ooze will follow
shattering it on impact. Make a ranged attack, treating the you. However, the biochemistry of this ooze is unstable,
vial as an improvised weapon. and the ooze dissolves into a lifeless sludge after one hour.
If the target is an object that isn't being worn or carried,
the acid dissolves a 1-foot cube of the object. If splashed on
Sandstone Solution
Potion, rare
a suit of armor or a shield, the object takes a permanent and
This sandlike substance flows about its container like a
cumulative -1 penalty to the AC it offers. If splashed on a
fluid. You can pour this substance on the ground as an
weapon, it takes a permanent and cumulative -1 penalty to
action. If poured onto stone, a 10-foot deep, 10-foot radius
damage rolls. It has no effect on magic items and objects
of the stone becomes soft mud for 1 hour.
made of gold, glass, stone, or adamantine.
When poured into mud, sand, or quicksand, a 10-foot
If the target is a creature, it takes 3d6 acid damage,
deep, 10-foot radius region of the material become solid
followed by an additional 2d6 acid damage at the end of its
stone for 1 hour. The stone has 75 HP, 17 AC, and
next turn and another 1d6 acid damage at the end of the
immunity to psychic and poison damage. Any creature
turn after that. The aqua fortis can be washed off with one
inside it when it becomes stone must make a DC 14
gallon of water, ending the effect early.
Dexterity saving throw or be restrained. The restrained
Chameleon Concoction creature can break free by succeeding on a DC 20 Strength
Potion, uncommon check or by dealing 25 damage to the stone.

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Chapter 3: Monstrous Grafts
Adopting the fearsome claws of a monstrosity or the You still lose half your hit points when replacing a graft,
scorching breath of a dragon is an unusual, but surefire way but you don't lose hit dice.
to gain an advantage over one's foes. However, many find Body Slots. Each graft takes up one of the following
Xenoalchemy, or Graftworking, the practice of surgically slots: Arms, External, Head, Internal, or Legs. You cannot
attaching monstrous parts onto a humanoid body, have more than one graft in the same slot. For instance, if
distasteful, if not outright revolting. This fringe branch of you already have an arm graft, you must remove it before
alchemy, obsessed with the limbs and organs of monsters, you can attach a different arm graft.
can replace the limbs of amputees, grant adventurers the Cost. Not all grafts can be easily obtained, but when
uncanny ability to see in the dark, and empower them with grafts can be purchased, suggested prices are shown on the
unconventional weapons and senses. Graft Cost table below. Most of these can be acquired at
Harvesting a Graft. Grafts are harvested from the fresh even cheaper rates, if one is willing to track down a
corpses of monsters, slain within the last 48 hours or disreputable establishment specializing in dealing grafts
preserved by gentle repose or a similar spell. Harvesting a and accept the risks inherent to an unsanitary operation.
graft from a corpse takes 10 minutes. Only one graft can be
Graft Cost
harvested from each corpse. If the graft is too large or too
small, it is alchemically enlarged or reduced to fit. You Graft Cost
cannot harvest grafts from Tiny or smaller creatures, or Amphibious Adaption 800 gp
from Gargantuan or larger creatures. Arcane Synapses 650 gp
Different types of monstrous grafts can only be Beast’s Hide 250 gp
harvested from monsters with specific properties, as Bestial Weapons 200 gp
specified in the graft's Donor section. Charging Hooves 350 gp
Attaching a Graft. Attaching a graft for the first time Climbing Apparatus 800 gp
always requires a laborious surgical procedure, normally
Darkvision 450 gp
removing an original body part. This procedure takes one
Draconis Fundamentum 750 gp
hour and requires a healer's kit, alchemical supplies, and a
Dragon’s Hide 2,250 gp
knife (or a facility with access to such tools), as well as
someone to perform the operation. A monstrous graft is Energetic Suture 1,500 gp
permanent until another graft is provided to replace it. Heart of Steel 2,250 gp
You can only have one component in each of your body Horns 350 gp
slots. Fiend’s Hide 1,500 gp
This surgery is intensive and necessitates recovery time. Flexible Form 750 gp
When you finish installing a monstrous graft into your Indiscernible Anatomy 800 gp
body, you lose half your hit points and all of your hit dice. Leaping Legs 500 gp
For 24 hours after installation, you can't use the graft's Olfactory Implants 200 gp
abilities, as you adjust to its presence. Replacing a graft or
Oversized Arms 1,500 gp
adding a new graft in its body slot takes only 30 minutes.
Prehensile Tail 500 gp
Regenerating Marrow 500 gp
Replacement 400 gp
Harvesting Extraplanar Creatures
Stench 500 gp
Harvesting grafts from extraplanar creatures is
Tentacles 400 gp
extremely difficult, as these creatures typically
Venom Sac 750 gp
return to their home plane once slain. However, it
is possible to harvest grafts from a celestial, Voice Box 200 gp
elemental, or fiend if it is first captured within a Webspinner Apparatus 750 gp
magic circle spell, and then slain, harvested, and
its graft surgically attached before the spell ends.

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Amphibious Adaptation You have replaced your legs with those of a creature
Donor: Any creature with the Amphibious trait known for running down their foes. Once on each of your
Slot: Head turns, when you move at least 15 feet in a straight line, you
can move up to 10 additional feet in that direction without
You have grafted the gills of an aquatic creature to your
spending additional movement.
neck, allowing you to breathe both air and water.
Additionally, you attach minimal fins and gain a swim
Climbing Apparatus
speed equal to your movement speed. Donor: Beast, Humanoid, or Monstrosity with a climb
speed
Arcane Synapses
Slot: Legs
Donor: Any creature with the Innate Spellcasting feature
Slot: Head You have replaced or complemented your limbs with those
of a climbing creature. You gain a climb speed equal to
You have stolen a bit of arcane potential from a creature by
your movement speed.
inserting some of its nerves into your brain. You learn one
cantrip of your choice from the wizard spell list.
Darkvision
Intelligence is your casting ability for this cantrip. Donor: Any creature with darkvision
By harvesting a second creature, you can improve this Slot: Head
graft and learn an additional wizard cantrip.
You have replaced your own eyes with those of a monster
Beast’s Hide with keen vision. You gain darkvision, the ability to see in
Donor: Beast of Large size or larger dim light within 60 feet of you as if it were bright light, and
Slot: External in darkness as if it were dim light. You can't discern color
in darkness, only shades of gray.
You have transplanted the thick (and possibly furry) hide
from a wild beast onto your body. Your Armor Class
Draconis Fundamentum
equals 12 + your Dexterity modifier. Donor: Humanoid, Dragon, or Monstrosity with a Breath
weapon
Bestial Weapons
Slot: Internal
Donor: Beast, Dragon, Monstrosity with Bite or Claw
attack You have installed the mighty source of breath weapons
Slot: Arms or Head into yourself, and as an action on your turn, you can exhale
a wave of energy. Each creature in a 15-foot cone must
You have surgically implanted the teeth or claws from a
make a Dexterity saving throw (DC equals 8 + your
monster into yourself, granting yourself a host of ferocious
Constitution modifier + your proficiency bonus). On a
weapons. By harvesting a second creature, you can improve
failed save, the creature takes 1d6 damage for each point of
this graft to gain both the claws and teeth.
your proficiency bonus, or half as much on a successful
You can use your claws and teeth to make unarmed
one. The breath's damage is the same type as the donor's
strikes, and can use Dexterity instead of Strength for their
breath weapon.
attack and damage rolls. If you hit with your claws or teeth,
Once you use this ability, you can't use it again until you
you deal damage equal to 1d4 + your Strength or Dexterity
finish a short or long rest.
modifier (your choice), instead of the bludgeoning damage
normal for an unarmed strike.
Dragon’s Hide
Your claws deal slashing damage and take up the Arms Donor: Dragon of Large size or larger
slot, whereas your teeth deal piercing damage and take up Slot: External
the Head slot.
You’ve transplanted the scaly, diamondlike hide of a
Charging Hooves dragon onto your body. Your Armor Class equals 17. You
Donor: Any creature with a Charge trait or a Gore or also gain resistance to one of the following damage types to
Hooves attack which the donor dragon was immune: acid, cold, fire,
Slot: Legs lightning, or poison damage. You can only install this graft
if you are proficient with heavy armor.

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Energetic Suture Other Monstrous Grafts
Donor: Celestial, Dragon, Elemental, or Fiend with Other monsters might have organs, weapons, or
resistance to fire, cold, lightning, or poison damage abilities that are well-suited to becoming a graft
Slot: External that is not included on this list. In this case, the
You have managed to capture the essence of extraplanar GM decides what type of graft can be harvested,
resistance to magic. You gain resistance to one of the what body slot it takes up, and the special effects it
following damage types to which the donor was immune or confers.
resistant: fire, cold, lightning, or poison damage.

Heart of Steel
Donor: Any construct Indiscernible Anatomy
Slot: Internal Donor: Aberration
You have replaced your heart with the core from a Slot: Internal
construct. As a result, you can ignore the effects of 1 level You have spliced aberrant genetics into your body, which
of exhaustion, and you only need to rest for 4 hours to gain have subsequently altered the placement and composition
the same benefit that a human does from 8 hours of sleep. of your internal organs. When you are targeted by an attack
that is a critical hit, you can choose to take no additional
Horns damage from critical hit, as if it were a normal hit instead.
Donor: Any creature with a Gore, Horns, Ram, or Tusk Once you use this ability, you can’t use it again until
attack you finish a long rest.
Slot: Head
You attach a study pair or horns or tusks onto your body. Leaping Legs
You can use your horns to make unarmed strikes, which Donor: Any creature with the Pounce or Standing Leap
deal damage equal to 1d4 + your Strength modifier, instead trait
of the damage normal for an unarmed strike. Your horns Slot: Legs
deal the same type of damage as the donor (usually You have replaced or modified your legs with the muscular
bludgeoning or piercing damage). Additionally, if you limbs of a bounding creature. Your long jump distance and
move in a straight line for 10 feet immediately before your high jump height double. Additionally, you can jump
hitting a creature with your horns, that creature must make your full distance with or without a running start.
an opposed Strength check or be knocked prone.
Olfactory Implants
Fiend’s Hide Donor: Any creature with the Keen Smell or Keen Hearing
Donor: Fiend of Medium size or larger and Smell trait
Slot: External Slot: Head
You have transplanted the supernaturally tough hide of a You have replaced or modified your nose with that of a
fiend onto your body. Your Armor Class equals 15 + your creature with keen smell. You have advantage on Wisdom
Dexterity modifier (maximum 2). (Perception) checks that rely on smell.

Flexible Form Oversized Arms


Donor: Any creature with the shapechanger subtype Donor: Giant
Slot: Internal Slot: Arms
You have alchemically transfused the blood of a You have replaced your arms with a giant's massive limbs.
shapechanger into yourself. You can change your form as Your melee attacks gain Reach if they did not have it
per the spell alter self (to use only the Change Appearance already. Additionally, you have advantage on Strength
option), targeting only yourself and requiring no spell slots, checks and saving throws you make to maintain your grip
spell components, or concentration. on objects.
Once you use this ability, you can't use it again until you
finish a long rest.
Prehensile Tail
Donor: Any creature with a Tail attack
Slot: External

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You surgically attach a muscular, prehensile tail to your Tentacles
body and wire its nerves to your own. You can use your tail Donor: Any creature with a Tentacles or Tendrils attack
to make unarmed strikes, and can use Dexterity instead of Slot: Arms
Strength for its attack and damage rolls. If you hit with it,
You surgically replace or modify one or both of your arms
you deal bludgeoning damage equal to 1d4 + your Strength
with a flexible tentacle or tendril. You can use your
or Dexterity modifier, instead of the damage normal for an
tentacles to make unarmed strikes. If you hit with it, you
unarmed strike.
deal bludgeoning damage equal to 1d4 + your Strength or
Additionally, you can hold and manipulate objects and
Dexterity modifier, instead of the damage normal for an
weapons with your tail, but you can’t make attacks with
unarmed strike.
weapons held by your tail or wield a shield with your tail
Additionally, when you hit a target with a melee attack
and gain its benefits.
using your tentacles, you can use your bonus action to
Regenerating Marrow attempt to grapple the target.
Donor Type: Any creature with the Regeneration trait
Venom Sac
Slot: Internal
Donor: Aberration, Beast, Dragon, or Monstrosity which
You have replaced your bone marrow with that of a can poison a creature or deal poison damage with an
regenerating creature. On your turn, you can use a bonus attack not provided by a weapon
action to regain hit points equal to 1d10 + your Slot: Internal
Constitution modifier.
You have installed an internal bladder which secretes
Once you use this ability, you can't use it again until you
poison from your body. As a bonus action, you can coat
finish a long rest.
your claws, if you have them, or a weapon you are holding
Replacement in basic poison.
Donor: Any Once you use this ability, you can't use it again until you
Slot: Any finish a short or long rest.

One or more of your organs or limbs has been replaced Voice Box
with a part harvested from a monster. A replacement can Donor: Any creature with the Mimicry trait
effectively solve any amputation or organ failure, but they Slot: Head
cannot return to life someone that has died; such work is
You have augmented your own vocal folds with those of a
solely the domain of necromancy. Replacement limbs can
creature that can mimic sounds. You can mimic any sounds
resemble the original limb, or can demonstrate obvious
you have heard, including voices. A creature that hears the
monstrous characteristics, depending on the donor. A
sounds can tell they are imitations with a successful
replacement organ or limb takes up one body slot relevant
Wisdom (Insight) check opposed by your Bomb Save DC.
to it; for example, a troll's hand takes the Arms slot and a
replacement liver takes up the Internal slot. Webspinner Apparatus
Donor: Any creature with a Web action
Stench Slot: Internal
Donor Type: Any creature with the Stench trait
You have installed spinnerets from a spiderlike creature
Slot: Internal
into your body, allowing you produce webs. You can cast
As an action, you can release a foul liquid contained within
the spell web without using spell slots or spell components
an organ taken from the donor creatures. Each creature
(DC equals 8 + your Constitution modifier + your
within 5 feet of you must make a Constitution saving throw
proficiency bonus).
(DC equals 8 + your Constitution modifier + your
Once you use this ability, you can't use it again until you
proficiency bonus) or be poisoned until the end of its next
finish a short or long rest.
turn.
Once you use this ability, you can't use it again until you
finish a short or long rest.

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Producers
Adam Ashworth Guðmundur Kura Tenshi Sean Barrentine
Alexander Garcia Guðmundsson Kurt C Yost Shadistro
Antonio Garcia Harry LeBallisticPoet SixAughtFive
Ariel Drissman Izaac Ward M. Maxwell Skye C Rider
Ashran Firebrand James Belin Matuszak SleepyD
bolthawk Jason Jones Matthew Atkins Spencer Houston
brandon johnson Jason Lay Michael Jeanes Star-Lord Wright
Brandon Lujan Jesse Ott Mike Litkewitsch Stephen Grote
Brandon Martin Jesus Andujo Not_A_Robot Thantos
Charles Koeppel Joe Shine Pandric The Mage Armory
Daniel Lamoureux Joel Grote Patrick Rooney The Palm of Vecna
Daniel Smith John Hoffman Pedro Storti TheNthMaou
Dannika Aikens Jonathan Mello R. Cain Tom Clark
Darion Nutter Joseph Blanc Rasmi TrondKF
Derek Miranda Joshua Cates Robert Field tyrell hayward
Donna Leaton Julien Therrien Ross Williams Tyren Chessor
Drew Hayes Justin Forkner RUNEHAMMER wanderer
Fabhar Justin Jönsson Ryan Heckathorn Wyrm_f00d
Garrett Lloyd Ken Beimler Ryan Patrick Nolan Zachary Calderone
George Tolley Krist Ryan Russell Zackary D
Grand Moff Xela Kristian Gilfillan Sasquatch Szechenyi

Art Credits
Cover, Pg. 2, 16 by Martin Kirby
Pg. 3, 7, 15 by Lucas Ferreira CM
Pg. 9, 11 by Mariana Livraes
All other art is public domain
License
This material is being released under the Open Gaming License.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative
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distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such
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Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. Not for resale. Permission granted to print or
photocopy this document for personal use only. System Reference Document 5.0 2
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
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make it enforceable. 15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Alchemist Redux Copyright 2018, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson
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