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 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

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

Enhancing Elixir

3rd-level Alchemist feature

Whenever you finish a long rest, you can magically produce an amount of magical elixirs equal to your Intelligence modifier. You keep each of them in an empty flask. The elixirs can each have one of 6 different magical effects which you choose upon creation, which takes effect when someone drinks the elixir. As a bonus action, a creature can drink the elixir or as an action it can administer it to another creature.

Creating an Enhancing Elixir requires you to have alchemist's supplies;alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

Enhancing Elixir Options

  • Healing. The drinker regains a number of hit points equal to your Artificer level + your Intelligence modifier.
  • Swiftness. The drinker’s walking speed increases by an amount of feet equal to 5 times your Intelligence modifier for 1 hour.
  • Resilience. The drinker gains a bonus to his AC equal to one fifth of your Artificer level (minimum of 1) for 10 minutes.
  • 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.
  • Flight. The drinker gains a flying speed of 20ft for 1 hour. The speed increases to 30ft at 9th level and to 40ft at 17th 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 an amount of minutes equal to 10 + ten times your intelligence modifier.

Alchemical Savant

5th-level Alchemist feature

You've developed masterful command of magical chemicals, harming or healing you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you can choose a number of creatures equal to your Intelligence modifier that are affected by the spell. If the spell you cast for this feature is of 1st level or higher you can choose one of the following effects to also affect to each chosen creature:

  • Harm: You deal damage to the chosen creatures of one of the following damage types: Fire, Cold, Necrotic, Acid, Poison. The damage equals a number of d6s equal to half your proficiency bonus rounded down.
  • Heal: You heal the chosen creatures for a number of d6s equal to half your proficiency bonus rounded down.

If the spell you cast for this feature is a Cantrip, you can choose one of the following effects to also affect each chosen creature.

  • Harm. You deal damage to the chosen creatures of one of the following damage types: Fire, Cold, Necrotic, Acid, Poison. The damage equals your Intelligence modifier.
  • Bolster. You grant the chosen creature temporary hit points equal to your Intelligence modifier.

Restorative Reagents

9th-level Alchemist feature

You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an enhancing elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • 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.

Chemical Mastery

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 acid damage and poison damage, and you are immune to the poisoned condition.
  • 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 either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2023 9:45:00 PM
5
2
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes