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
3rd-level Master Alchemist feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Alchemist Spells
3rd-level Master Alchemist feature
You learn the acid splash and produce flame cantrips. These don't count against the number of artificer cantrips you know.
In addition, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Alchemical Elixir
3rd-level Master Alchemist feature
Whenever you finish a long rest, you can magically produce a number of alchemical elixirs equal to your Intelligence modifier in empty flasks you touch. Each elixir requires its own flask. Choose the elixir’s effect from the Alchemcial Elixir table, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir, or administer it to another willing or incapacitated creature.
Creating an 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.
Alchemical Elixir
| Type | Effect |
|---|---|
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Healing |
The drinker regains a number of hit points equal to 2d6 + your Intelligence modifier. |
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Swiftness |
The drinker’s walking speed increases by 10 feet and their jump distance is doubled for 1 hour. |
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Resilience |
The drinker gains a +1 bonus to AC for 10 minutes. |
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Power |
The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for one minute. |
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Stimulant |
The drinker is gains temporary hit points equal to your Intelligence modifier at the start of each of its turns for one minute. |
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Protection |
The drinker has advantage on saving throws against the charmed and frightened conditions, and against possession effects. The effect lasts for for 1 hour. |
Applied Toxicology
5th-level Master Alchemist feature
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast an Artificer spell, you gain a bonus to all rolls of the spell which restore hit points or deal acid, fire, cold, necrotic, or poison damage. The bonus equals your Intelligence modifier (minimum of +1).
In addition, you gain resistance to poison damage, and advantage on saving throws against the poisoned condition.
Restorative Reagents
5th-level Master Alchemist feature
You can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an alchemical elixir you created, the creature gains temporary hit points equal to 1d6 + your Intelligence modifier (minimum of 1 temporary hit point).
- You learn the lesser restoration and gentle repose spells, and can cast each spell once without expending a spell slot. You can do so once per spell, and you regain all expended uses when you finish a short or long rest.
Bioaccumulation
9th-level Master Alchemist feature
Exposure to chemicals has hardened you against their effects. You gain resistance to acid and fire damage.
Advanced Elixirs
9th-level Master Alchemist feature
You can now produce a number of alchemical elixirs equal to twice your Intelligence modifier during a long rest. Also, as part of a short rest, you may quickly produce one alchemical elixir to replace any which have been consumed since your last long rest. This elixir may be of any type and follows the same production rules as those produced as part of a long rest.
In addtion, you gain the following new options for your elixirs.
Advanced Elixir
| TYPE | EFFECT |
|---|---|
|
Deepweed |
The drinker can breathe underwater and gains a swimming speed equal to their walking speed for 1 hour. |
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Spiderwalk |
The drinker can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free, and gains a climbing speed equal to its walking speed, for 1 hour. |
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Transformation |
The drinker’s appearance transforms for 1 hour. They decide what they look like, including height, weight, facial features, voice, hair length, coloration, and distinguishing characteristics, if any. They can appear as a member of another race, though none of thier statistics change. They can't change size and the basic shape stays the same; if bipedal, this effect cannot make the drinker quadrupedal, for instance. At any time for the duration, the drinker can use an action to change appearance in this way again. |
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Jitterjuice |
The drinker's body becomes blurred, shifting and wavering. For 10 minutes, any creature has disadvantage on attack rolls against the drinker. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. |
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Weightlessness |
The drinker rises vertically, up to 20 feet, and remains suspended for 10 minutes. The drinker can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. The drinker can change altitude by up to 20 feet in either direction on thier turn. When the effect ends, the target floats gently to the ground if it is still aloft. |
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Transparency |
The drinker becomes invisible for 1 hour. Anything the drinker is wearing or carrying is invisible as long as it is on the drinker's person. The effect ends if the drinker attacks or casts a spell. |
Chemical Mastery
15th-level Alchemist feature
You can use alchemical means to quickly end certain ailments. You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
In addition, the hit points restored by your Healing Alchemical Elixir increases to 4d6 + your Intelligence modifier, and temporary hit points gained by creatures drinking your elixirs increases to 2d6 + your Intelligence modifier.
Previous Versions
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12/27/2023 8:33:37 PM
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2
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1.0
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Coming Soon
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6/7/2024 11:08:56 PM
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24
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7
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1.1
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Coming Soon
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