Starting at 3rd level, 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
Alchemist Level
Spells
3rd
Healing Word, Ray of Sickness
5th
Flaming Sphere, Melf's Acid Arrow
9th
Gaseous Form, Mass Healing Word
13th
Blight, Death Ward
17th
Cloudkill, Raise Dead
Concoctions
Beginning at 3rd level, you gain the ability to create certain elixirs and bombs, called concoctions, with ease. When you finish a long rest or over the course of a short rest, you can make 2 concoctions you know of your choice.
You can create 3 concoction at the end of a rest at 5th level, 4 at 10th, and 5 at 15th level.
Creating a concoction requires you to have alchemist supplies on your person and an empty flask to create the concoction in, and any concoction you create with this feature lasts until it is used or until the end of your next long rest.
You know how to create 4 concoctions. You learn how to create two additionals concoctions 5th, 10th, 15th, and 20th level.
Elixirs. The effect of an Elixir is triggered when someone drinks the Elixir. A creature can drink an elixir as a bonus action or administer it to a willing or incapacitated creature within 5 feet of you as an action.
Bombs. The effect of a bomb is triggered when it is thrown at an area. As an action, a bomb can be thrown up to 60 feet at an area you can see. It explodes in a 5 foot radius (with the exception of the Smoke Bomb), and all creatures within the area must make a saving throw against your spell save dc. The type of saving throw is indicated in the bomb's description. On a failed save, a target suffers the effect and damage of the bomb. On a successful save, they take half damage (if any) and do not suffer the effects of the bomb. Bombs that deal damage deal an additional damage die at 5th, 10th, and 15th level.
(Concoctions can be found at the bottom of this document)
Tool Proficiency
Also 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.
Alchemist Savant
At 5th level, while you have alchemist supplies in your hand, when you cast a spell or use a concoction, you gain a bonus to one of the rolls. That roll must restore hit points or be a damage roll that deals damage. The bonus equals your Intelligence modifier (minimum of +1).
Improved Alchemy
Starting at 9th level, you have learned how to vastly improve the effectiveness of your concoctions. Your concoctions gain the following benefits:
Elixirs. The drinker gains 2d4+intelligence modifier temporary hit points.
Bombs. The radius of each of your bombs increases to 10 feet. (The radius of the fog cloud created by the smoke bombs increases by 5 feet).
Additionally, when you create a concoction, you can choose to enhance them in the following way:
Elixirs. When a creature drinks the elixir, they gain the benefits of the Lesser Restoration spell.
Bombs. The radius of the bomb increases by 5 feet.
You can enhance a concoction a number of times equal to your intelligence modifier (minimum of once). You regain all expended uses once you finish a long rest.
Chemical Mastery
By 15th level, you have mastered the art of alchemy. Your overexposure to chemicals has built up your resistance to them, and you are able to whip up some of the most helpful and nastiest concoctions:
-You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
-You can cast either Contagion or Greater Restoration without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either of these spells in this way, you cannot do so again until you finish a long rest.
-You can cast either Heal or Harm without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. If you cast Harm, you can change the damage type to either acid, fire, or poison. Once you cast either of these spells in this way, you cannot do so again until you finish a long rest.
Bombs
Bomb
Effect
Adhesive
Saving Throw: Strength. Effect: The taregt's movement speed is reduced to 0 for a number of minutes equal to your Artificer Level, and can repeat the saving throw at the start of each of their turns, ending the effect early on a success.
Blast
Saving Throw: Strength. Damage: 2d6 thunder. Effect: The target is Knocked prone. This bomb deals double damage to structures.
Fire
Saving Throw: Dexterity. Damage: 2d4 fire. Effect: The target is set on fire and takes the same damage at the end of its next turn.
Flash Freeze
Saving Throw: Constitution. Damage: 2d6 cold. Effect: If the bomb was thrown onto a solid surface or liquid, it freezes instantly for 1 minute. A creature who attempts to use their movement while on the ice must first succeed a dexterity saving throw or be knocked prone.
Hallucinogen
Saving Throw: Wisdom. Damage: 2d6 psychic. Effect: The target is frightened by you until the start of your next turn.
Light
Saving Throw: Constitution. Damage: 2d6 radiant damage to Undead creatures. Effect: The target is blinded until the start of your next turn. Unead have disadvantage on the saving throw.
Luminescence
Saving Throw: Dexterity. Damage: 2d6 acid. Effect: The target is outlined in light and sheds a 10 foot radius of dim light until the start of your next turn.
Poison
Saving Throw: Constitution. Damage: Poison. Effect: The target is poisoned for 1 minute and can repeat the saving throw at the start of each of their turns, ending the effect early on a success.
Rot
Saving Throw: Dexterity. Damage: 2d8 necrotic. Effect: The target cannot regain hit points until the start of your next turn.
Smoke
You create the effects of the spell fog cloud centered on the target with a duration of a number of minutes equal to your Artificer Level.
Elixirs
Elixir
Effect
Antidote
The drinker removes either a disease or the poisoned condition and have advantage on saving throws against disease and being poisoned for 1 hour. *At 10th level, the drinker becomes immune to the poisoned and disease conditions for the duration.
Boldness
The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
Enhancement
The drinker can add 1d4 to an ability score check of your choice when you create the elixir for 1 minute.
Flight*
The drinker gains a 10 feet flying speed for 10 minutes. The flying speed increases to 15 feet at 5th level, 10 feet at 10th, and 25 feet at 15th level.
Healing*
The drinker regains 2d4+your intelligence modifier. *The healing elixir restores an additional 1d4 hit points.
Invisibility
The target becomes invisible as if under the effects of the invisibility spell for a duration equal to a number of minutes equal to your Artificer Level, or until they attack or cast a spell.
Resilience
The drinker gains a +1 bonus to their AC for 10 minutes. *The bonus increases to +2 at 10th level.
Resistance
The drinker gains resistance to the next instance of acid, cold, fire, lightning, thunder, or poison damage within the next minute.
Swiftness*
The drinker's walking speed increases by 10 feet for 1 hour. The walking speed increase increases to 15 feet at 5th level, 10 feet at 10th, and 25 feet at 15th level.
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 15 minutes. The transformation lasts for 20 minutes at 5th level, 25 minutes at 10th level, and 30 minutes at 15th level.
Heyo, looking for feedback. I had a lot of ideas for the subclass and don't know if I cut enough out. My inspiration for the subclass was the Battle Master Fighter and Alfyn (from Octopath traveler), and my end goal was to make the alchemist the buffer/debuffer subclass. I tried to make it so they can inflict to almost every condition in the game as well as most damage types. For buffs, I tried to give them a good variety. Most of the elixirs are based off of potions, while the bombs are mostly homebrew.
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Alchemist Spells
Starting at 3rd level, 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
Concoctions
Beginning at 3rd level, you gain the ability to create certain elixirs and bombs, called concoctions, with ease. When you finish a long rest or over the course of a short rest, you can make 2 concoctions you know of your choice.
You can create 3 concoction at the end of a rest at 5th level, 4 at 10th, and 5 at 15th level.
Creating a concoction requires you to have alchemist supplies on your person and an empty flask to create the concoction in, and any concoction you create with this feature lasts until it is used or until the end of your next long rest.
You know how to create 4 concoctions. You learn how to create two additionals concoctions 5th, 10th, 15th, and 20th level.
Elixirs. The effect of an Elixir is triggered when someone drinks the Elixir. A creature can drink an elixir as a bonus action or administer it to a willing or incapacitated creature within 5 feet of you as an action.
Bombs. The effect of a bomb is triggered when it is thrown at an area. As an action, a bomb can be thrown up to 60 feet at an area you can see. It explodes in a 5 foot radius (with the exception of the Smoke Bomb), and all creatures within the area must make a saving throw against your spell save dc. The type of saving throw is indicated in the bomb's description. On a failed save, a target suffers the effect and damage of the bomb. On a successful save, they take half damage (if any) and do not suffer the effects of the bomb. Bombs that deal damage deal an additional damage die at 5th, 10th, and 15th level.
(Concoctions can be found at the bottom of this document)
Tool Proficiency
Also 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.
Alchemist Savant
At 5th level, while you have alchemist supplies in your hand, when you cast a spell or use a concoction, you gain a bonus to one of the rolls. That roll must restore hit points or be a damage roll that deals damage. The bonus equals your Intelligence modifier (minimum of +1).
Improved Alchemy
Starting at 9th level, you have learned how to vastly improve the effectiveness of your concoctions. Your concoctions gain the following benefits:
Elixirs. The drinker gains 2d4+intelligence modifier temporary hit points.
Bombs. The radius of each of your bombs increases to 10 feet. (The radius of the fog cloud created by the smoke bombs increases by 5 feet).
Additionally, when you create a concoction, you can choose to enhance them in the following way:
Elixirs. When a creature drinks the elixir, they gain the benefits of the Lesser Restoration spell.
Bombs. The radius of the bomb increases by 5 feet.
You can enhance a concoction a number of times equal to your intelligence modifier (minimum of once). You regain all expended uses once you finish a long rest.
Chemical Mastery
By 15th level, you have mastered the art of alchemy. Your overexposure to chemicals has built up your resistance to them, and you are able to whip up some of the most helpful and nastiest concoctions:
-You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
-You can cast either Contagion or Greater Restoration without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either of these spells in this way, you cannot do so again until you finish a long rest.
-You can cast either Heal or Harm without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. If you cast Harm, you can change the damage type to either acid, fire, or poison. Once you cast either of these spells in this way, you cannot do so again until you finish a long rest.
Bombs
Elixirs
Heyo, looking for feedback. I had a lot of ideas for the subclass and don't know if I cut enough out. My inspiration for the subclass was the Battle Master Fighter and Alfyn (from Octopath traveler), and my end goal was to make the alchemist the buffer/debuffer subclass. I tried to make it so they can inflict to almost every condition in the game as well as most damage types. For buffs, I tried to give them a good variety. Most of the elixirs are based off of potions, while the bombs are mostly homebrew.