Artificer
Base Class: Artificer

Experts at combining reagents to produce mystical effects. Apothecaries use their creations to experiment, spread knowledge, and treat patients. Apothecary is a longstanding medical profession in the field of Alchemy. Its versatility has long been valued during times of war and peace. Doctors of numerous professions typically study bits and pieces of an apothecary's study.

Professions in this field may include but are not limited to: Pharmacist, Practitioner, Perfumiest, Combat Medic, and Medically Focused Alchemist

Apothecary Spells

When you adopt this specialization at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Apothecary Spells table. These spells count as artificer spells for you, but they do not count against the number of artificer spells you prepare.

Artificer Levels Apothecary Spells
3rd Healing Word, Chaos Bolt
5th Wither and Bloom, Melf's Acid Arrow
9th Life Transference, Mass Healing Word
13th Vitriolic Sphere, Death Ward
17th Contagion, Passwall

Chemical Proficiency

Starting at 3rd level, you gain proficiency with Alchemist's supplies and Brewer supplies. Whenever you make a check using one of these two supplies, you may roll a 1d4 (1d6 at 6th level, 1d8 at 15th level) and add the result to the total. Furthermore, whenever you craft, create, or purchase a Alchemist Fire (vial) you may treat it as if it is an Alchemist Doom (vial).

Concoct Elixirs and Oils

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an Elixir or Oil in an empty flask you touch. Roll on the Elixir & Oil table for its effect, which is triggered when someone drinks, lathers, or sprays the vial's contents onto themselves or another. As an Action or Bonus action, a creature can use the Elixir/Oil or administer it to another creature within 5ft of them. This is treated as if it was a potion.

Any Elixir or Oil you create with this feature lasts until it is used or until the end of your next long rest.

When you reach certain levels in this class, you can make more Elixirs & Oils at the end of a long rest: two at 6th level and three at 15th level. Roll for each their effects separately. Each Elixir & Oil requires its own flask. The potency of some of these Elixirs & Oils increases at these levels as well.

You can create additional Elixir & Oils by expending a spell slot of 1st level or higher. When you do so, you use your Action or Bonus Action to create it in an empty flask you touch making a number of them equal to the spell slot level expended, and you choose the effect from the "Elixir & Oils" table for each of them. This can only be used once per turn. This action can be used a number of times equal to your Intelligence Modifier (Minimum of +1) between long rests.

Elixir & Oil Table

d7 Effect

1

Antidote Elixir. Either a disease or the poisoned condition (the drinker's choice) ends. Alternatively, you can use this potion on up to a 5ft cube to purify nonmagical food and drinks of any nonmagical poisons and diseases. at 6th level, they gain resistance to poison damage for 1 hour.

2

Boldness Elixir. The drinker feels energized and happy, they can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next 30 seconds or 5 rounds of combat. At 15th level, this bonus increases to a d6. This Elixir can only be made 4 times between long rests.

3

Studious Oil. The users gains a heightened focus and ability to recall. For the next minute, the creature adds your Intelligence modifier to their Intelligence (history) checks once per turn. At 15th level, this bonus extends to all Intelligence checks.

4

Healing Oil. The user applies this oil to their wounds encouraging inflammation and antibacterial properties. They regain a number of hit points equal to 2d4 + your Intelligence modifier + Half your Artificer level. At 6th and 15th level, this Healing oil restores an additional 2d4 hit points.

5

Resilience Oil. The user lathers this oil onto their skin, strengthening it. They gain a +1 bonus to their AC for 10 minutes. This AC bonus increases to a +2 at 6th level.

6

Caffeinated Elixir. The drinker feels energized and awake its walking speed increases by 10 feet for 1 hour. At 6th level, this bonus increases by 5 feet. at 15th level, the drinker gains advantage on initiative checks.

7

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. At 6th level, this transformation lasts for an additional 5 minutes. At 15th level, the wearer is transformed as if by the Polymorph (their choice of form) spell.

Alchemical Scholar

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). This bonus also applies whenever you use a Acid (vial), Alchemist Fire/Doom, Gunpowder, Holy Water (flask), any item/potion that restores a number of hit points, or any Item with the Poison Property.

Specialized Concoctions

At 5th level, you learn how to combine and store certain spells within your alchemical devices using a specialized container. You know a number of these Concoctions specified in the "Concoction" table. You have a number of these concoction containers equal to the number of items you are attuned to by the end of your most recent long rest (minimum of 1). If the concoction requires a save, it uses your artificer spell save DC. Once used, the concoction container cannot be used again until the end of your next long rest.

Whenever you cast a spell that is not a cantrip or has a range of self, you may quickly place it inside your concoction container and throw it or pour it on a creature or a point on the ground that you can see within range. It is a melee simple weapon you are proficient in with a range of 5ft and a throwing range of (20/40) and may use your Intelligence modifier (minimum of +1) for its attack rolls. It deals 1d4 + your Intelligence or Strength modifier (your choice) magical bludgeoning damage on a hit (or you may decide for it not to do any damage at all on impact), as it breaks and the spell cast and type of concoction within is released (hit or miss).

Alternatively, you may attach the concoction container to a sling using its short and long range instead.

If the spell targets a creature within range, it only targets the creature targeted by the initial attack. if it creates an effect or area of effect, it is centered at the point the concoction container lands. If the spell requires a attack roll on cast, it must still be made after this weapon attack.

Concoction Table

Choice Effect

1

Blast. On a hit, creatures (including the target) within a 5ft radius of the target must make a Strength saving throw. On a failed save, the target takes 2d4 thunder damage, is pushed back 10 feet, and is knocked Prone, taking half damage and is not pushed back or knocked Prone on a success.

2

Molotov. On a hit, the target takes 2d4 fire damage and starts burning.

3

Corrosion. On a hit, the target takes 2d4 acid damage. Until the end of your next turn, the next attack roll against the target has advantage.

4

Poison. On a hit, the target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage and is  Poisoned for 1 minute, taking half damage and is not Poisoned on a success. The creature can make the saving throw again at the end of each of their turns to end this effect early.

5

Rot. On a hit, the target takes 1d8 necrotic damage and it can’t regain Hit Points until the end of your next turn.

6

Adhesive. On a hit, the target must succeed a Dexterity saving throw or have its movement speed is reduced to 0 feet for 1 minute. At the start of each of the creature's turns, it can attempt to make the saving throw again, ending the effect early on a successful saving throw.

Alchemical Prowess

At 9th level you learn how to let your alchemical creations cure the illness of others more effectively. when you restore hit points to an creature with a spell of 1st level or higher, you can also end one condition of your choice applied to that creature (Poisoned,  Paralyzed,  Blinded,  Deafened, or one Disease). This feature can only apply to one creature once per turn.

Furthermore, whenever a creature applies a elixir/oil you created, the creature gains temporary hit points equal to 1d6 + your Intelligence modifier (minimum of 1 temporary hit point).

Alchemical Mastery

At 15th level, you have reached the pinnacle of your study and through trial and error have gained a incredible resilience to chemical effects.

- you gain resistance to acid and poison damage alongside immunity to the poisoned condition and diseases.

- You learn to cast Greater Restoration and Heal. These spells count as artificer spells and are always prepared for you, but they do not count against the number of artificer spells you prepare. Furthermore you may cast them without expending a spell slot and without material components provided you use your spellcasting focus. Once you cast either spell with this feature, you can not cast that spell with it again until you finish a long rest.

- At 17th level, you may cast Power Word Heal without expending a spell slot. Once casted, you can not cast this spell again in this method for 7 IRL days.

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