Artificer
Base Class: Artificer

 An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies and poisoner's kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Experimental Elixer

Beginning at 3rd level, you learn the acid splash cantrip. Additionally, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir 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 elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

Experimental Elixir
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 spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemist Formulas

Starting at 3rd level, you know certain alchemical formulas after you reach particular levels in this class, as shown in the Alchemist Formulas table. You can craft a formula you know provided you have alchemist's supplies (or a poisoner's kit for poisons and venoms) and the necessary ingredients. Your DM dictates what, if any, ingredients are necessary and whether there is a cost involved. You can craft a number of items simultaneously equal to your proficiency bonus. The time to craft an item depends on its rarity, needing 8 hours of work per day. Items without a rarity use their cost as a surrogate as seen on the table below. You can learn additional formulas as you advance in levels, or as you find them throughout the world. If the item created from the formula utilizes a saving throw DC, you use your spell save DC.

Additionally, as an action, you can create an item from a formula which you know using your spell slots. The rarity of the item dictates the level of spell slot needed. Such an item does not require ingredients and is stable for a number of hours equal to your proficiency modifier. Items created with spell slots appear noticeably translucent and cannot be sold.

Alchemist Formulas
Artificer Level Formulas
3rd acid (vial)alchemist's fire (flask)poison, basic (vial)grenade, smokepotion of healing
5th potion of fire breathpotion of healing (greater)serpent venom (injury)potion of water breathing
9th potion of healing (superior)potion of heroismpotion of mind reading
13th wyvern poison (injury)potion of healing (supreme)
17th potion of storm giant strength

 

Items without Rarity
Item maximum cost Rarity
100 gp Common
250 gp Uncommon
500 gp Rare
1500 gp Very Rare
--- Legendary

 

Spell slots by Rarity
Item rarity Spell slot level Time to craft
Common 1st 24 hours
Uncommon 2nd 7 days
Rare 3rd 1 month
Very Rare 4th 1 month
Legendary 5th 1 month

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever an item you create using a spell slot deals damage or heals, you can add your intelligence modifier to the total roll. Additionally, you can also consume, administer or apply an item you created with a bonus action instead of an action.

Potent Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • Whenever you use a spell slot of 2nd level or higher to create a common or uncommon item from a formula you know, or an experimental elixir, you gain 1 additional item for every level above 2nd level. These additional items are the same as the item you created and are stable for the same period of time.

Chemical Mastery

By 15th level, 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, fire, and poison damage, and you are immune to the poisoned condition.
  • You can create an amplified potion of vitality without expending a spell slot and without material components, provided you use alchemist's supplies. The amplified potion of vitality also mirrors the effects of the greater restoration and heal spells and lasts a number of hours equal to your proficiency modifier. Once you create this item with this feature, you can't create this item again with it again until you finish a long rest.

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