Artificer
Base Class: Artificer

A revamped version of the alchemist. An artificer subclass focusing on using alchemist's supplies as a spellcasting focus.

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.3rd:

3rd: Cure Wounds, Ray of Sickness

5th: Enhance Ability, Blindness / Deafness

9th: Haste, Mass Healing Word

13th: Blight, Freedom of Movement

17th: Contagion, Cloudkill

3rd: Alchemical casting

Alchemists have a unique method of spellcasting in which they utilize alchemist's supplies as a spellcasting focus. You gain proficiency with alchemist's supplies, if you already have it choose another set of artisans tools to gain proficiency with.

You can channel certain spells into bottles you can throw. While using alchemist's supplies as your spellcasting focus, single target spells from the artificer spell list with a range less then 60 feet and spells with a range of touch now have a range of 60 feet.

3rd: Experimental Elixir

You can use a bonus action to create an experimental elixir. Creating an experimental elixir requires you to have alchemist 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.

As an action, a creature can drink the elixir or administer it to an incapacitated creature. As long as you possess alchemist's supplies, you can apply the experimental elixir to a creature you see within 30 feet. These are the options you can choose from:

  • Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier + your proficiency bonus
  • Swiftness. The drinker's walking speed increases by 15 feet and they become immune to opportunity attacks for 1 minute.
  • Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
  • Boldness. The drinker can add half of your proficiency bonus (rounded down) + 1 to every attack roll, ability check, or saving throw for the next minute.
  • Flight. The drinker gains a flying speed of 15 feet for 5 minutes.
  • 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 10 minutes.

You can create two elixirs each long rest, three at 6th level, four at 11th level, and five at 15th level.

5th: Quick Salve

You are especially quick at handling potions. You can drink potions and experimental elixirs as a bonus action. You can also administer potions and experimental elixirs as a bonus action.

When you use alchemist's supplies as a spell casting focus, you can cast spells with a range of self as a bonus action.

5th: Alchemical Savant

At 5th level, 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 as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

9th: Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to half your artificer level (rounded up) + your intelligence modifier.
  • 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.

15th: Chemical Mastery

By 15th level, you have discovered ways to make your chemicals extra potent, and you can use them to quickly end ailments:

  • When you use alchemist's supplies as your spellcasting focus, your spells that deal acid, poison, necrotic, or fire damage ignore damage resistances.
  • Treat all damage immunities as damage resistances when casting spells with alchemist's supplies as your spellcasting focus.
  • You can cast Greater Restoration and Heal 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 spell with this feature, you can't cast that spell with it again until you finish a long rest.

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