Biochemists are experts in combining reagents in the New World to produce a wide range of Biochemical products. Their assortment of various products have the ability to repair flesh and machinery, assault a target with a range of Nano-toxins, or temporarily augment someone with mutagens.
3rd-level Biochemist feature
When you adopt this specialization at 3rd level, you gain proficiency with microlabs. If you already have this proficiency, you gain proficiency with one other type of technician's tools of your choice.
3rd-level Biochemist feature
You always have certain techs prepared after you reach particular levels in this class, as shown in the Biochemist Techs table. These techs count as Mechanist techs for you, but they don't count against the number of Mechanist techs you prepare.
Biochemist Tech table
Mechanist Level |
Tech |
3rd |
Emergency Booster, Ray of Sickness |
5th |
Burning Ball, Acid Shot |
9th |
Nanite Conversion, Medical Nanite Shots |
13th |
Organic Dissolution, SAPI Plate |
17th |
Cloudkill, Raise Dead |
3rd-level Biochemist feature
Whenever you finish a long rest, you can produce an experimental concoction in an empty container you touch. Roll on the Experimental Concoction table for the concoction's effect, which is triggered when someone drinks the concoction. As an action, a creature can drink the concoction or administer it to an incapacitated creature.
You can create additional experimental concoctions by expending a tech slot of 1st level or higher for each one. When you do so, you use your action to create the concoction in an empty container you touch, and you choose the concoction's effect from the Experimental Concoction table.
Creating an experimental concoction requires you to have Microlab on your person, and any concoction you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more concoctions at the end of a long rest: two at 6th level and three at 15th level. Roll for each concoction's effect separately. Each concoction requires its own container.
Experimental Concoction
D6 |
Effect |
1 |
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier. |
2 |
Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. |
3 |
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
4 |
Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
5 |
Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
6 |
Transformation. The drinker's body is transformed as if by the [Alter Self] tech. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
5rd-level Biochemist feature
At 5th level, you've developed masterful command of biochemicals, enhancing the healing and damage you create through them. Whenever you use a tech using your Microlab as the techcasting focus, you gain a bonus to one roll of the tech. That roll must restore hit points or be a damage roll that deals acid, fire, entropic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
9th-level Biochemist feature
You can incorporate restorative reagents into some of your works:
Whenever a creature drinks an experimental concoction you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
You can cast [Lesser Restoration] without expending a tech slot and without preparing the tech, provided you use Microlab as the techcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.Biochemical Mastery
15th-level Biochemist feature
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
You can cast [Greater Restoration] and [Heal] without expending a tech slot, without preparing the tech, and without providing the material component, provided you use Microlab as the techcasting focus. Once you cast either tech with this feature, you can't cast that tech with it again until you finish a long rest.