Base Class: Artificer
The wild magic alchemist is a fascinating subclass of alchemists who are masters of manipulating both natural and magical energies. They use their knowledge of alchemy to harness the chaotic and unpredictable power of wild magic, creating potions and magical items that can have unexpected and often unpredictable effects. Wild magic alchemists are renowned for their ability to create potent spells and magical concoctions, imbued with the power of the natural world and the magical realm.
One of the defining features of a wild magic alchemist is their ability to tap into the power of wild magic, which is inherently unpredictable and can sometimes cause unintended consequences. Wild magic alchemists use this power to create new spells and magical items that are unlike anything seen before, often resulting in awe-inspiring displays of power and ingenuity. However, the use of wild magic can also be dangerous, as it can sometimes backfire, causing unexpected and disastrous results.
Wild magic alchemists are experts at creating potions and magical items that can provide a wide range of benefits to their allies or cause significant harm to their enemies. They often use their knowledge of natural elements and the magical realm to create unique effects, such as infusing potions with the essence of elemental creatures, or imbuing magical items with the power of the stars.
In addition to their expertise in creating potions and magical items, wild magic alchemists are also skilled in manipulating magical energies. They can channel these energies to create powerful spells that can shape the battlefield and turn the tide of battle in their favor. Wild magic alchemists can often create spells that are more potent than those of other magical practitioners, but their use of wild magic can also cause unintended side effects, making their spells unpredictable and sometimes dangerous.
One of the hallmarks of the wild magic alchemist is their creativity and ingenuity when it comes to using their alchemical knowledge. They are often able to create new spells and magical items on the fly, using their intuition and deep understanding of the natural world and the magical realm to craft unique and powerful effects. This can make them highly unpredictable opponents, as their opponents may not be able to anticipate their next move.
Overall, a wild magic alchemist is a highly versatile and unpredictable magical practitioner. They are capable of achieving remarkable feats but also face significant risks due to the unpredictable nature of wild magic. Despite these risks, the wild magic alchemist remains a sought-after subclass for alchemists looking to explore the limits of their craft and create truly unique and powerful effects.
Tool Proficiency
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
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.
| 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 |
Unstable Elixir
Whenever you finish a long rest, you can magically produce two Unstable elixir in an empty flask you touch, each Unstable elixirs will require their own empty flask that can be reused if not broken. Roll on the Unstable Elixir table for the elixir’s effect additionally roll a d20 + CON, if rolled 5 or under, roll an additional effect on the Wild Magic table which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
You can create additional Unstable elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, but you do not know their effects before you drink it.
Creating an Unstable elixir requires you to have 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. additionally any Wild magic effects that does not have an end time will last until end of your next long rest if you succeed on a CON saving throw of 10 + artificer level halved rounded down
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: three at 6th level and four at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
Unstable Elixir
| d8 | Effect |
|---|---|
|
1 |
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. |
|
2 |
translucent. the drinker becomes semi-transparent, making it difficult to see them clearly, although not entirely invisible. They can attempt to hide as if they were in lightly obscured terrain, or heavily obscured terrain if the area is already lightly obscured. The user does not require the Skulker feat to do so, but having it grants advantage on the hiding check. The effect lasts for 15 minutes. |
|
3 |
Gills. The drinker gains gills allowing the drinker to breath under water for 1 hour |
|
4 |
Resizing. The drinker must roll a d4. If the roll is even, they grow in size by one category, and if it is odd, they shrink by one category. this lasts for 5 minutes |
|
5 |
Flight. The drinker gains a set of wings of their choice. the drinker gains a flying speed of 15 feet for 10 minutes. |
|
6 |
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. |
|
7 |
Temperary life. the drinker gains a faint glow to them, and gains temporary hit points equal to 1d6 + your Intelligence modifier. this lasts for 1 hour. |
|
8 |
Accident. the drinker feels that something isnt quite right. roll on the Wild Magic table. |
Jury-Rigged Elixir
you know how to cut corners to make things happen, but tempting fate has it's consequences. you magically create a bottle of Jury-Rigged Elixir in your hand, this elixir does not require a flask as its produced along side the elixir. once used, the flask turns to dust. the Jury-Rigged Elixir does not benefit form the Unstable Elixir table, but guarantees one effect from the wild magic table.
you can produce one Jury-Rigged Elixir per short rest at level 3: two at 6th level and three at 15th level. Roll for each elixir’s effect separately
Alchemical Genius
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 and the bonus equals your Intelligence modifier (minimum of +1).
In addition, you can use your alchemist supplies and an action to coat a weapon in poison or acid, allowing it to deal an extra 1d6 damage. This affect remains until successfully used, up to an hour. The damage die increases to a 1d8 at 9th level and to 1d10 at 15th level.
Restorative Reagents
You can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an unstable 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 Chaos
When rolling on the side effects table, roll twice and select one or both of the options as side effects. Additionally, you gain the ability to cast Polymorph once per long rest without expending a spell slot.
Your extensive exposure to chemicals has made them less dangerous to you, allowing you to use them to rapidly cure 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.
Alchemical Spark
as your knowledge grows, so does your creativity. you gain access to Teleportation Circle and Arcane Hand once per long rest without exhausting a spell slot, additionally you may exhaust a spell slot to cast these as normal.
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