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

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

3rd

healing word, fog cloud

5th

calm emotions, flaming sphere

9th

gaseous form, mass healing word

13th

death ward, fire shield

17th

cloudkill, raise dead

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

Healing

The drinker regains a number of hit points equal to 2d6 + your Intelligence modifier.

Swiftness

The drinker’s walking speed increases by 10 feet and their jump distance is doubled for 1 hour.

Resilience

The drinker gains a +1 bonus to AC for 10 minutes.

Power

The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for one minute.

Stimulant

The drinker is gains temporary hit points equal to your Intelligence modifier at the start of each of its turns for one minute.

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.

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.

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.

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.

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.

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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