Wizard
Base Class: Wizard

Subclass created by u/LaserLlama on Reddit. All credits goes to them.

Alchemy is a delicate art, tip the ratio of reagents too far out of line and the effects are disastrous. Wizards that pursue the art of alchemy are experts at combining exotic ingredients to produce a variety of arcane effects. From brews that grow or shrink a creature, to sticky goo that explodes when it comes in contact with flame. With access to the right reagents, and
a bit of luck, students of alchemy use their wondrous Arcane Elixirs aid their allies and leech life away from their enemies.

Alchemical Savant

When you adopt this Arcane Tradition at 2nd level, you learn the secrets of arcane alchemy. You gain proficiency with both alchemist's supplies and glassblower's tools. When you reach 10th level in this class, you can add double your proficiency bonus to any ability check you make that uses these tools.

Arcane Elixirs

Also at 2nd level, you learn to create potent potions known as Arcane Elixirs. During a long rest, you can spend 1 hour with your alchemist's supplies to create your Arcane Elixirs, which can mimic the effects of certain spells in your spellbook.

You can create an Arcane Elixir that mimics the effect of any spell from your spellbook that has a casting time of one action and targets only one creature. Any Arcane Elixirs you create appear as Tiny glass vials or flasks of iridescent liquid, and reproduce the spell effect at its lowest possible level.

As an action, a creature can drink an Elixir, administer an Elixir to a willing creature within 5 feet, or throw an Elixir at a point within 30 feet to produce its spell's effect at the point of impact. If an Elixir's spell effect requires concentration, the creature that drinks it must concentrate on the effect. Elixirs use your wizard spell save DC and spellcasting modifier.

During each long rest, you can create a number of Arcane Elixirs with a combined spell level equal to your proficiency bonus + your Intelligence modifier. At the end of your next long rest, any unused Elixirs become inert and unusable.

Eficient Arcana

Your alchemical knowledge and skill has improved. Starting at 6th level, you can spend 10 minutes with your alchemist's supplies, which can be during a short rest, to recycle one of your unused Arcane Elixirs, changing its effect to another spell of your choice of the same level from your spellbook.

Moreover, you can use an action to create an Arcane Elixir of a spell you have prepared, expending the spell slot as you normally would. An Arcane Elixir of the spell then appears in your empty hand. A spell used to create an Elixir in this way must meet all the requirements for being an Arcane Elixir.

Experimental Fortitude

At 10th level, your work with strange and wondrous arcane reagents has fortified your body. You gain resistance to both acid and poison damage, and you have advantage on saving throws to resist being poisoned.

Greater Homunculus

Upon reaching 14th level, you achieve the ultimate goal of every alchemist, the creation of artificial life. You learn the clone spell. Using your alchemist's supplies, you can cast a special version of clone by spending 8 hours, which can be during a long rest, molding organic material into an exact copy of yourself. All of your clone's game statistics are the same as yours, but you share Hit Dice and spell slots.

In combat, your clone shares your initiative and acts on your turn. Though, it can only take the Dodge action unless you use your bonus action to issue it a telepathic command.

If your clone is reduced to 0 hit points it is immediately destroyed, and reverts to a pile of raw organic materials.

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