Alchemy Focus (Cantrip) Learn one rank 0 spell from the Alchemy tradition and gain the Antitoxin talent.

Antitoxin When you would take damage from poison or you would become poisoned, you can expend a casting of a rank 0 Alchemy spell to reduce the damage you would take to 0 or remove the poisoned affliction from yourself.

Alchemical Admixture (Sense Magic) Whenever you complete a rest and you have an alchemist’s kit, you brew a number of doses of alchemist’s admixture equal to your Power score. The admixtures lose potency when you next complete a rest. You can use an action to combine the admixture with a potion to achieve any one of the following effects:

• If the potion deals damage, it deals 1d3 extra damage.
• If the potion heals damage, it heals 1d3 extra damage.
• If the potion’s effect lasts 1 minute or longer, you increase its duration by 50%.

Healing Elixirs (Spell Recovery or Improved Spell Recovery) Whenever you complete a rest and you have an alchemist’s kit, you brew a number of healing elixirs equal to your Power score. The elixirs retain potency until you next complete a rest. A creature can use an action to drink the elixir or administer it to an unconscious creature it can reach. At the end of the round, the creature who consumed the elixir heals damage equal to half its healing rate.

Chemical Attack (Counterspell) If you have an alchemist’s kit, you can use an action and expend a casting of an Alchemy spell you have learned to throw noxious chemicals at a creature or object within short range of you, causing the target to take 1d6 damage per rank of the spell expended (a rank 0 spell deals 1d3 damage). A creature can make an Agility challenge roll, taking half the damage on a success.

Improved Healing Elixirs (Spell Recovery or Improved Spell Recovery) If you have the Healing Elixirs talent, your elixirs heal damage equal to the healing rate of the creature that consumed it.