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 Proficiencies

When you adopt this specialization at 3rd level, 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.

Experimental Elixir

Beginning at 3rd level, you can spend a long rest to make a number of vials of a particular potion a number of times equal to your intelligence score (minimum of 1), but you must have ingredients necessary according to your DM to make each potion. 

Experimental Elixir
Level Potions Replicable
3 potion of climbing, potion of healing, alchemists fire, potion of resistance, potion of animal friendship, eversmoking bottle
5 potion of water breathing, potion of healing (greater), potion of fire breath, [Tooltip Not Found], potion of growth, potion of diminution, elixir of healthdust of disappearance, dust of sneezing and choking
9 potion of invulnerability, potion of healing (superior), potion of clairvoyance, potion of gaseous form, potion of heroism. potion of speed, [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found],potion of flying, potion of vitality, oil of sharpness, potion of healing (supreme)
15 potion of invisibility, potion of longevity, efreeti bottleuniversal solvent, sovereign glue, marvelous pigments, wand of polymorph, oil of etherealness, [Tooltip Not Found] 

 

Potent Poisons

At 5th level, you've developed masterful command of magical chemicals, enhancing the poison you can create with them. You can spend a minute creating up to 1 gallon of poison in a cauldron or some other container of liquid, and it will remain potent until activation. You can choose whether the poison activates upon entering a wound or entering the mouth of a creature. If it activates upon entering a wound, coating your blade in said poison will last for 10 minutes before wearing off. Upon activation, the creature the poison has entered must make a constitution saving throw equal to your spell save DC, taking (3d6) poison damage and being poisoned on a failed save or half as much on a successful one.

At 15th level, the damage from injury poison increases to (7d6) poison damage as you have harvested or harnessed the potency of wyvern poison.

 

Alchemical Savant

At 9th level, you have become so used to hanging around chemicals that you gain resistance to poison and acid damage. 

Alchemical Mastery

At 15th level, you have mastered artifice so much you can now create your experimental elixirs at will. You can now make one my simply touching an empty vial, and do this a number of times per day equal to your intelligence modifier (minimum of once)

Previous Versions

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