Description

Alchemy Arcanima is the mystical Renaissance 5e has sorely needed. This 204-page tome features:
- 100 New Potions: Hurl ravenous Wildfire, unleash living oozes and pestilent flies, or bring about an frozen apocalypse with the legendary Ice-Nine potion, brewed from a Frost Elemental Core. Every potion is fully illustrated, and replete with 5e-compatible mechanics, and optional lore.
- Alchemical Player Options: Specialize as a bombardier with the Grenadier feat, become a super-soldier via the Fighter Serumforged subclass, or play as a Homunculus—an artificial humanoid forged from blood sacrifice and the profane use of a Philosopher’s Stone. Altogether, Alchemy Arcanima features 3 Feats, 4 new subclasses, and a new Species.
- New Class – The Alchemist: Hurl explosives and heal allies as the Alchemist, an Intelligence-based nonmagical utility class designed to skip all the minutiae of tracking vials, reagents, and potions with Potion Dice and the philosophy of Retroactive Designation: craft your potions during a Long Rest, but don’t identify them; when one is about to be used, tell the Game Master what it is, choosing from your known potions. Spellcasters don’t have to pair spells to spell slots and neither does the Alchemist.
- New Class – The Magister: Play as the Magister, a witch-hunter created from an alchemical, intravenous dragon blood transfusion. This Arcane half-caster fills in the lonely gap left between Paladins and Rangers in 5e. Magisters employ the finer points of the Arcane: teleportation, chronomancy, augury, illusions, and more. Their most unique features are Mageblade and Witchgaze, and their subclasses are “Malisons”—unending curses metastasized by the arcane magic raging in their veins.




