Alchemists that study the Dragon - its nature and its biology - are rare, and frequently regarded as crackpots by other, more generally focused alchemists and scientists. Those others simply don't understand the raw power and majesty of the Dragon, the most powerful and capable of creatures! They'll understand one day thoug, oh yes...
At 2nd level, upon choosing this science, you gain understanding of how a Dragon can possess such speed and grace, despite his size. You may create one draconic distillation as part of any short or long rest in which you have access to your Alchemy kit; it will remain viable until the end of your next short or long rest, at which point it will break down into unstable compounds and become inert.
When you drink a distillation, which you may do as a bonus action if you have a hand free (it's the size of a test-tube, and you drink it in a single swallow), you gain the following benefits for one minute:
This effect ends if you are knocked unconscious or stunned.
Starting at 6th level, you gain the ability to create a Draconic Mutagen, which can turn you into an actual dragon! If you use your action to drink this mutagen, you become a Dragon for one minute, as per the spell Polymorph. You may select any Metallic or Chromatic Dragon up to a CR of two-thirds of your Alchemist level, rounded down. Note that you do not have any way to change back until the end of the duration.
You may create this mutagen as part of taking a long rest, and must choose what type of dragon you will become when you create it. Sadly, these mutagens do not mix will with your distillations, and tend to cause uncontrollable vomiting. You are treated as poisoned whenever both effects are active.
When you reach 10th level, you are able to create your mutagen in injectable form - instead of creating a single vial of Mutagen, you can create 5 Mutagen Injectors (which need not all be for the same draconic form). The transformations from these Injectors only lasts two rounds (until the start of your turn after your next turn), and they may be injected as a bonus action during your turn.
When you reach level 14, you improve your injectors' duration and stability. You may now create 8 Injectors after each long rest, and the mutation lasts three rounds instead of two.
You may choose from these discoveries in addition to the regular discoveries whenever you make an alchemist discovery.
Due to repeated treatment with alchemical reagents, you have become immune to the damage from your own bombs, allowing you to set them off while still in your hand. You may use a normal melee attack with Dexterity or Strength instead of throwing your bombs, and without risk of self-damage.
If you have not already chosen a draconic type, choose from Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White. You gain a breath weapon depending on your draconic type (see the table below):
When you use your breath weapon, each creature in the area of the exhalation must make a saving through, the type of which is determined by your Draconic type. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creaturee takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
This breath weapon can be used a number of times equal to your Constitution modifier; recover these uses when you take a short or long rest.
If you have not already chosen a draconic type, choose from Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White. You gain a resistance depending on your draconic type (see the table below):
At 11th level, this resistance becomes an immunity instead.