Base Class: Cleric
Gods whose spheres include alchemy govern change, creation, immortality, nature, and transmutation. They include gods of astrology, crafting, the elements, flora, gnosis, metallurgy, purity, rejuvenation, and souls. In some sacred pantheons, these gods represent change and metamorphosis, or preside over artifice and purification.
Alchemy gods send their clerics out into the world to produce helpful elixirs and potions for combative and remedial means, seek answers regarding sacred knowledge and the enlightenment of the self, and to uncover the sacred mysteries surrounding magic and knowledge.
Domain Spells
You gain domain spells at the Cleric levels listed in the Alchemy Domain Spells table. See the Divine Domain class feature for how Domain spells work.
Alchemy Domain Spells
| Cleric Level | Spells |
| 1st | Create or Destroy Water, Identify |
| 3rd | Acid Arrow, Alter Self |
| 5th | Haste, Stinking Cloud |
| 7th | Fabricate, Polymorph |
| 9th | Animate Objects, Creation |
Alchemical Training
At 1st level, you gain proficiency with Alchemist's Supplies. You can use Alchemist's Supplies as a spellcasting focus for your Cleric spells.
Sacred Science
Also at 1st level, your expertise with alchemy has granted you boons.
Brewer's Eye. You can identify one potion or other object created by alchemical processes as if you had tasted it. You also have advantage on Intelligence checks related to identifying the ingredients and components used to make the object, as well as to recall information regarding what the object could be used for based on its ingredients. You must be able to see the object in order to gain these benefits.
Distiller's Work. Additionally, over the course of a short or long rest, you can temporarily increase the potency and quality of a number of potions equal to your Cleric level (minimum of 1). The potions you improve can be of any rarity. In order to use this feature, you must have a set of Alchemist's Supplies with you, and the potion must be within your reach. A potion improved in this way maintains an additional effect until you finish a long rest.
When you temporarily improve the quality of a potion, choose one of the following effects:
Concentrated
The potion can be consumed twice, instead of once, before it is depleted or before you finish a long rest.
Enduring
If the potion grants an effect that lasts for a specific duration (for example 10 minutes or 1 hour), this potion's duration is doubled.
Potent
If the potion's effect involves a die roll (such as rolling 1d6), the creature that consumes the potion can add your Intelligence modifier (minimum of +1) to the result of one roll.
Channel Divinity - Transmuter's Magic
At 2nd level, your deity has given you a major bit of insight.
As an action while holding your Alchemist's Supplies, you can expend a use of your Channel Divinity to cast one spell of your choice at its base level without expending a spell slot or requiring material components. The spell you cast can be from any spell list, though the spell must be of a level no greater than one-fourth your character level, and the spell must be of the Transmutation school. Wisdom is your spellcasting ability for the spell when you use this feature.
Occult Alchemist
By 6th level, your insights into Alchemy have grown. You gain the following benefits:
- You can consume one potion on your turn (no action required).
- When you use your Alchemical Insights feature, you can improve a potion with two temporary improvements, instead of one, and potions improved in this way last indefinitely, or until it is used.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Magnum Opus
By 17th level, your alchemical prowess and that of your deity's knows no bounds - you gain the following benefits:
- You no longer age, and cannot be magically aged.
- You are immune to disease.
- Your Intelligence and Wisdom scores both increase by 2, and the maximum for each of these scores is now 24.







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