Base Class: Artificer
Alchemical Engineers are experts in combining exotic reagents to produce a variety of materials, like healing draughts that can mend a wound in moments, explosives that can rip through thick walls, or sticky goo that can slow creatures down.
Tool Proficiency
3rd-level 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 Alchemist feature
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 |
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3rd |
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5th |
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9th |
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13th |
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17th |
Alchemist's Satchel
3rd-level Alchemist feature
At 3rd level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of an hour by converting Alchemist's Supplies.
This Alchemist's Satchel can be used as Alchemist's Supplies for any purposes including as a Spellcasting Focus for your Artificer Spells. Despite being magical it can be infused as if it was a non-magical Spellcasting Focus.
Alchemical Formula
At 3rd level, you learn three Alchemical Formula options of your choosing from the list of options below. You learn two additional formulae of your choice at 5th, 9th, 13th, and 17th levels.
To use any of these options, your Alchemist's Satchel must be within reach. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. You can create a number of these alchemical formulae equal to your intelligence modifier (minimum of 1). Your bag magically replenishes its reagents and you regain the ability to create formula when you finish a short or long rest. Additionally, you can create an additional Alchemical Formula by temporarily infusing your Alchemical Satchel with a spell slot of 1st level or higher.
You can only have a number of Alchemical Formula active at a time equal to your Proficiency Bonus.
Formulae
The formulae are presented in alphabetical order.
Alchemical Acid
As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you. The vial shatters on impact. The creature must succeed on a Dexterity saving throw or take acid damage equal to 2d6 + your intelligence modifier on a failed save or half as much damage on a successful one. An object automatically takes the damage, and the damage is maximized.
The formula's damage increases by 2d6 when you reach certain levels in this class: 5th level (4d6), 9th level (6d6), 13th level (8d6), and 17th level (10d6).
Alchemical Fire
As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 10-foot sphere. Any creature in that area must succeed on a Dexterity saving throw or take fire damage equal to 2d6 + your Intelligence modifier on a failed save or half as much damage on a successful one.
The formula's damage increases by 1d6 when you reach certain levels in this class: 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6).
Boldness Draught
As a bonus action, you reach into your Alchemist's Satchel and pull out a vial of shimmering, golden liquid. A creature can drink the draught as an action. Drinking this draught grants the creature a bonus to their attack rolls, saving throws, and ability checks for 1 minute. The bonus granted by this draught is based on your Artificer level: 3rd level (d4), 9th level (d6), 17th level (d8).
Flash Bang
Prerequisite: 5th level
As an action, you can reach into your Alchemist's Satchel and pull out a vial filled with sparking, electrical chemicals and hurl it at a point you can see within 30 feet of you. On impact, the vial detonates and each creature within 10 feet of the point of impact must make a Constitution saving throw. On a failed save, a target is stunned until the end of their next turn. Due to the volatile nature of the chemicals, you cannot mix this formula again for 1 minute.
Flight Draught
Prerequisite: 5th level
As a bonus action, you reach into your Alchemist's Satchel and pull out a vial of weightless, cloudy liquid. A creature can drink the draught as an action. Drinking this draught grants the creature a flying speed of 30 feet for 1 minute. The flying speed bonus granted by this draught is based on your Artificer level: 3rd level (30ft), 9th level (40ft), 17th level (50ft).
Healing Draught
As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink the draught as an action to regains hit points equal to 2d8 + your intelligence modifier. Once a creature regains hit points from this alchemical formula, the creature can't do so again until it finishes a long rest. If not used before your next long rest, the contents of the vial disappear.
This formula's healing increases by 1d8 when you reach certain levels in this class: 5th level (3d8), 9th level (4d8), 13th level (5d8), and 17th level (6d8).
Healing Haze
As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial of healing gas. As an action, you can throw it at a point you can see within 30 feet of you. On impact, the vial shatters and releases the gas in a 20-foot sphere. Each creature of your choice within the cloud regains 1d8 hit points. Once a creature regains hit points from this alchemical formula, the creature can't do so again until it finishes a long rest. If not used before your next long rest, the contents of the vial disappear.
This formula's healing increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).
Hoarfrost
As an action, you reach into your Alchemist's Satchel to concoct a liquid of freezing temperatures and hurl the vial at a creature or point within 30 feet of you. On impact, the vial shatters in a 10-foot sphere. Any creature in that area must succeed on a Dexterity saving throw or take cold damage equal to 2d6 + your intelligence modifier and have their speed reduced by 10 feet until the end of their next turn. On a successful save, the target takes half as much damage and does not have their speed reduced.
The formula's damage increases by 1d6 when you reach certain levels in this class: 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6).
Resilience Draught
As a bonus action, you reach into your Alchemist's Satchel and pull out a vial of heavy, ferrous liquid. A creature can drink the draught as an action. Drinking this draught grants the creature a bonus to their AC for 10 minutes.If not used before your next long rest, the contents of the vial disappear. The bonus to their AC is based on your Artificer level: 3rd level (+1), 9th level (+2), 17th level (+3).
Smoke Stick
As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 20-foot sphere around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappears.
Static Charge
As an action, you reach into your Alchemist's Satchel and pull out a vial of electrically charged chemicals and hurl the vial at a creature you can see within 30 feet of you. The creature must succeed on a Dexterity saving throw or take lightning damage equal to 2d6 + your intelligence modifier and the creature can't take reactions until the end of their next turn. On a successful save, the target takes half as much damage and can still use reactions.
The formula's damage increases by 2d6 when you reach certain levels in this class: 5th level (4d6), 9th level (6d6), 13th level (8d6), and 17th level (10d6).
Swift Step Draught
As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a bubbling, brown liquid. A creature can drink the draught as an action. Drinking this draught increases the creature's speed by 10 feet for 1 minute.If not used before your next long rest, the contents of the vial disappear. The bonus to their movement speed is based on your Artificer level: 3rd level (10ft), 9th level (20ft), 17th level (30ft).
Tanglefoot Bag
As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you. The bag and its contents disappear if you don't hurl the bag by the end of your current turn. The bag bursts on impact and covers the ground in a 15-foot square with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that is Large or smaller that enters this area or starts its turn in the area has its speed halved for 1 minute or until it uses an Action to remove the goo from its body.
Thunderstone
As an action, you can reach into your Alchemist's Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you. The shard disappears if you don't hurl the shard by the end of your current turn. The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Strength saving throw or be knocked prone and pushed 10 feet away from the point of impact.
Transformation Draught
As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a green, foul-smelling liquid. A creature can drink the draught as an action. Drinking this draught causes the creature to be transformed as if by the alter self for 10 ten minutes. The drinker determines the transformation caused by the spell.If not used before your next long rest, the contents of the vial disappear.
Powerful Bombardier
5th-level Alchemist feature
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies or utilize your Alchemist's Satchel to create an alchemical formula, you can now re-roll any 1s or 2s on damage and healing roles. You must use the new roll.
Check the Math
9th-level Alchemist feature
You have further refined your techniques such that you always catch last-minute potential errors. When you force a creature to make a saving throw against one of your Alchemical Formulas, choose any number up to your proficiency bonus. Those creatures must make the saving throw at disadvantage. You can use this feature as many times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Additionally, you can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Thick Skin
15th-level Alchemist feature
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
- You gain resistance to and poison damage and one additional resistance of your choosing from acid, cold, fire, or lightning damage, and you are immune to the poisoned condition. At 19th level, you choose one additional damage type from the list of resistances.
- You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast each spell with this feature, you can’t cast either spell with it again until you finish a long rest.
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