Base Class: Artificer
Features by Level:
- Level 3: Tools of the Trade, Alchemist Spells, Advanced Alchemy
- Level 5: Alchemical Specialist
- Level 9: Field Benefits
- Level 15: Extreme Additives
Level 3: Tools of the Trade
You gain the following benefits.
Tool Proficiency. You gain proficiency with Alchemist’s Supplies and the Herbalism Kit. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).
Potion Crafting. When you brew a potion using the crafting rules in the Dungeon Master’s Guide, the amount of time required to craft it is halved.
Level 3: Alchemist Spells
When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Healing Word, Ray of Sickness |
| 5 | Flaming Sphere, Melf’s Acid Arrow |
| 9 | Gaseous Form, Mass Healing Word |
| 13 | Death Ward, Vitriolic Sphere |
| 17 | Cloudkill, Raise Dead |
Level 3: Advanced Alchemy
You gain the following abilities:
- Formula Book: You gain a collection of various alchemical concoctions you can create on the fly. At 3rd level, you gain 4 formulae. At 6th, 9th, and 12th level, you gain 2 additional formulae. A formula grants you a supply of reagents used to make the corresponding item of the same name, allowing you to use the ability of the formula after taking a bonus action to craft it. Alternatively, instead of crafting it as a bonus action, you can make it as part of your movement on your turn, however this cuts the movement you can make into half the distance. An explosive can be thrown as an action, while an elixir or mutagen can be drunk as a part of either a movement or bonus action.
- Enhanced Formula: Whenever you use a formula you know, you can expend a spell slot to gain the enhanced benefit of the formula. Each formula has a specified enhanced benefit.
- Preparation: Whenever a combat is initiated, you have 1d4 formula items you know crafted, allowing you to choose from the formulae you know and have access to the abilities associated with the formula on the fly.
Special Rule: An individual can only be under the effects of a certain number of elixirs or mutagens at a time equal to the user's Constitution modifier. Other individuals can drink your elixirs, but they can't use explosives made by you. You can administer an elixir or mutagen to a willing ally within 5 feet as a bonus action.
Acid Ampoule
An Acid Ampoule is a thrown vial filled with corrosive liquid. It has a range of 30 feet, uses Intelligence for attack and damage rolls, and deals 1d8 Acid damage on a hit.
Enhanced Benefit: If it hits, the target's AC is reduced by your Intelligence modifier for 1 minute.
Ankheg Mutagen
When drunk, for 1 minute, this mutagen grants you a Claw unarmed attack that deals 1d6 Slashing damage and 1d6 Acid damage. However, while under its effects, you cannot wield other weapons or items in your hands (in the rare case that you are a Thri-Kreen, this applies to only your 2 main arms).
Enhanced Benefit: While under its effects, you also gain a Burrow speed of 15 feet, and can burrow through loose rock, dirt, sand, or similar earthy material.
Cognitive Mutagen
When drunk, this mutagenic potion grants you advantage on spell attack rolls and Intelligence checks and saving throws for one minute. However, you gain disadvantage on Strength checks and saving throws while under those effects.
Enhanced Benefit: You add your Intelligence modifier to spell damage while under its effects.
Eagle-Eye Elixir
When under the effects of this elixir upon drinking it, for 10 minutes, the range of thrown or ranged weapon attacks is doubled for you.
Enhanced Benefit: While under the effects, you also gain Darkvision to a range of 120 feet.
Elixir of Life
When drunk, this elixir restores hit points equal to your Intelligence modifier + your level.
Fishgill Elixir
The Fishgill Elixir grants a Swimming speed of 30 feet and the ability to breathe underwater for 1 hour.
Enhanced Bonus: The user also reduces damage taken by 1d4 while underwater for the duration.
Flameburst Vial
A Flameburst Vial can be thrown as an action, using your Intelligence for damage and attack rolls. On a hit, it deals 2d4 Fire damage. It has a range of 30 feet.
Enhanced Benefit: Whether it hits or misses, a 5x5 foot square area the target was standing in is coated in flaming oil, dealing 1d4 fire damage each round a creature remains in the square. This lasts for 1 minute.
Frost Flask
A Frost Flask, a throwable clay canister filled with liquidized air, freezes enemies that it hits. It has a range of 40 feet and deals 1d8 Cold damage, adding your Intelligence to damage and attack rolls.
Enhanced Benefit: On a hit, the target's speeds are reduced by 5 feet for 1 minute, or 10 feet on a critical hit.
Juggernaut Mutagen
This mutagen, when drunk, grants a +3 bonus to Armor Class for 1 minute while wearing light armor. However, it reduces your walking speed by 5 feet for the duration.
Enhanced Benefit: While under its effects, you also add your Intelligence modifier to all physical (Strength, Dexterity, Constitution) saving throws.
Lightning Bulb
A Lightning Bulb is a throwable glass canister filled with electrified copper wiring. Using Intelligence for attack and damage rolls, it deals 2d4 Lightning damage on a hit. It has a range of 35 feet.
Enhanced Benefit: When enhanced, it's magnetically attracted to targets, granting advantage on attack rolls made with it.
Magus Elixir
While under the effects of a Magus Elixir, you are considered to be under the effects of the spell Detect Magic for 1 hour.
Enhanced Benefit: For the hour duration, you can also cast Identify at will and have advantage on Arcana, History, and Investigation checks.
Mirror Mutagen
For 5 minutes, you gain the Invisible condition when this elixir is drunk. However, you take double damage from Radiant or Fire damage while under these effects.
Enhanced Benefit: Magical glass shatters when you are damaged for the duration, dealing 1d4 piercing damage to the attacker.
Shimmer-Shroud Elixir
When drunk, this elixir grants the user resistance to one damage type of their choice other than Bludgeoning, Piercing, and Slashing for 10 minutes.
Enhanced Benefit: The user also gains advantage on two types of saving throws of their choice.
Silvertongue Elixir
When this elixir is drunk, you gain advantage on Charisma checks and saving throws, and can cast the cantrip Friends as a bonus action. This lasts for 10 minutes.
Enhanced Benefit: While under these effects, your attacks also count as silver.
Skitter Mutagen
When drunk, this potion grants a +10 bonus to your walking speed for 5 minutes. However, whenever you take damage, you gain the Frightened condition for 1 round.
Enhanced Bonus: You also gain a Climbing speed of 20 feet for the duration, and can climb on vertical walls and ceilings.
Spore Sac
A Spore Sac is a thrown alchemical explosive that deals 2d6 Poison damage on a hit, using Intelligence for its damage and attack rolls. It has a range of 40 feet, however it can be stuck to the end of a weapon and used to make a melee attack.
Thunder Node
This alchemical explosive is a small glass orb filled with air pressurized to the point of solidifying. Rapidly releasing the air on bursting, it uses Intelligence for damage and attack rolls and deals 1d10 Thunder damage on a hit. It can be thrown to a range of 30 feet.
Enhanced Benefit: All creatures within 5 feet of the original target must succeed on a Dexterity saving throw against your spell DC or be knocked prone.
Level 5: Alchemical Specialist
Choose a specialty: Explosives, Elixirs, or Medicines. To choose Medicines, you must know the Elixir of Life formula.
You gain the Specialty Benefit of that specialist type.
- Explosives: When you use a formula or spell that deals damage, you get a critical hit on a natural 19 or a 20, and on a critical hit you triple instead of double the damage.
- Elixirs: When you drink an elixir or mutagen (other than the Elixir of Life formula) the duration is doubled. Spells cast by the Spell Vial formula count as elixirs for the duration doubling.
- Medicines: When you or an ally drinks your Elixir of Life formula, the hit points regained is doubled. When you cast healing spells on yourself or others, you add your Intelligence modifier + your level to the amount of hit points regained. In addition, when an ally or yourself drinks an Elixir of Life, any negative, nonmagical conditions afflicting the target are cured.
Elixirs
When you drink an elixir or mutagen (other than the Elixir of Life formula) the duration is doubled.
Explosives
When you use a formula or spell that deals damage, you get a critical hit on a natural 19 or a 20, and on a critical hit you triple instead of double the damage.
Medicines
- Medicines: When you or an ally drinks your Elixir of Life formula, the hit points regained is doubled. When you cast healing spells on yourself or others, you add your Intelligence modifier + your level to the amount of hit points regained. In addition, when an ally or yourself drinks an Elixir of Life, any negative, nonmagical conditions afflicting the target are cured.
Level 9: Field Benefits
You gain the following benefit, as well as additional benefits dependent on your Alchemical Specialty.
- Base Benefit: You can make alchemical items with your movement action without halving your speed, instead only reducing it by 5 feet for that movement. In addition, you can administer an elixir or mutagen to an ally within 15 feet of you instead of 5 feet.
- Explosive Benefit: Your alchemical explosives deal double the amount of damage and ignore resistances.
- Elixir Benefit: The duration of your elixirs and mutagens increases by a number of minutes equal to your Intelligence modifier.
- Medicine Benefit: You can administer an Elixir of Life as a reaction to an ally taking damage, however you must be within 5 feet of the ally like you had to be before this feature.
Level 15: Extreme Additives
You have dabbled in adding volatile ingredients to your formulae. When you make an elixir or mutagen, you can combine up to two elixirs or mutagens into one elixir with both effects, however drawbacks combine too. In addition, damage from your alchemical explosives ignore resistance if your specialty is not Explosives, and if your specialty is Explosives you treat immunity as resistance and resistance as normal damage.
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