Wizard
Base Class: Wizard

Alchemists are masters of concoctions, blending science and magic to create powerful potions and elixirs. As an Alchemical Infuser, you specialize in imbuing your potions with spell effects, turning mundane mixtures into potent tools of war, healing, or exploration. You can create brews that explode with magical energy, cure ailments, or even warp the fabric of reality itself.

Arcane Concoction

At 2nd level, you can infuse potions with arcane energy. You can create a number of Arcane Concoctions equal to your Intelligence modifier (minimum of 1). Creating a new Concoction beyond this limit causes the oldest potion to lose its magic. It takes 1 minute to create a Concoction in a laboratory, 10 minutes with an Alchemist’s kit, and 1 hour without one.

To create an Arcane Concoction, choose a non-concentration spell you know that isn’t cast as a reaction or that targets only yourself. You cast the spell (expending a spell slot and components) into a vial, transforming it into a magical brew. You cannot have more potions of a given spell level than you have spell slots of that level. A creature can use the Concoction in the following ways:

  • As an action, smash the potion on a willing creature within 5 feet (no roll) or make a melee attack against an unwilling target (improvised weapon). The spell originates from the target or impact point.
  • As a bonus action, drink the potion to cast the spell on yourself.
  • Make a ranged attack (improvised weapon, range 20/60) to shatter the potion on a point. The spell originates from the point of impact. A willing target’s AC is 10.

You use your spellcasting modifier for attack rolls, save DCs, and other effects. If the potion hits, the target has disadvantage on saving throws against the spell. Area or directional spells (e.g., cone, line, cube) originate from the point of impact.

Alchemical Student

Starting at 2nd level, you learn two Alchemical Distortions of your choice from the list below. When you create an Arcane Concoction, you can apply one of your known Alchemical Distortions to the potion’s effect immediately after expending the spell slot required. The distortion can modify the spell’s effect, or apply to the target, triggering on a successful spell attack, or failed saving throw associated with the spell.

You learn an additional Alchemical Distortion at each subsequent level. An Alchemical Distortion lasts for the spell’s duration, with a minimum of 1 minute and a maximum of 1 hour. Only one target can be affected by a single Alchemical Distortion from any Arcane Concoction.

Adhesive Foam: The target's speed is reduced by 15 feet.

Expansive Catalyst: The spell’s area of effect increases by 5 feet in every dimension. This has no effect if the spell only targets one creature.

Delayed Reaction: The potion’s effect is delayed. When creating the potion, choose a time between 1 and 10 minutes for the effect to occur to the target after consumption or impact.

Essence Shift: The damage caused as a result of the Arcane Concoction changes to your choice of Poison, Fire, Acid, or Cold.

Metal Skin: The target gains temporary hit points equal to the spell's level.

Condensation Veil: The potion releases a mist in a 10-foot circle that spreads around corners, and its area is heavily obscured. It lasts for the duration of the spell, 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Alchemiluminescence: The target's skin glows brightly in a 20-foot radius, and suffers a -2 to their AC.

Crystalline Needles: When the target makes more than 1 attack on its turn, it takes 1d6 piercing damage.

Acidic Residue: At the end of each of the target’s turns, it takes 1d4 acid damage unless it uses its action to scrape the residue off.

Elastic Flesh: The target becomes immune to fall damage up to falls of 120 feet, but every time it takes damage from a weapon attack, it is moved 5 feet away.

Numbing Agent: The target does not feel pain from any damage dealt, and unless the effect is obvious (such as the explosion from a fireball), or they observe the spell affecting them, the target is not aware they were damaged.

Ethereal Modification: The target becomes partially insubstantial. It can move through non-magical difficult terrain without penalty, and its movement does not provoke opportunity attacks. This lasts for the duration, or until the target is damaged.

Aerated Bones: The target’s weight is halved, it gains 10 feet of movement, and has advantage on acrobatics checks.

Acidic Residue

At the end of each of the target’s turns, it takes 1d4 acid damage unless it uses its action to scrape the residue off.

Adhesive Foam

The target's speed is reduced by 15 feet.

Aerated Bones

The target’s weight is halved, it gains 10 feet of movement, and has advantage on acrobatics checks.

Alchemiluminescence

The target's skin glows brightly in a 20-foot radius, and suffers a -2 to their AC.

Condensation Veil

The potion releases a mist in a 10-foot circle that spreads around corners, and its area is heavily obscured. It lasts for the duration of the spell, 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Crystalline Needles

When the target makes more than 1 attack on its turn, it takes 1d6 piercing damage.

Delayed Reaction

The potion’s effect is delayed. When creating the potion, choose a time between 1 and 10 minutes for the effect to occur to the target after consumption or impact.

Elastic Flesh

The target becomes immune to fall damage up to falls of 120 feet, but every time it takes damage from a weapon attack, it is moved 5 feet away.

Essence Shift

The damage caused as a result of the Arcane Concoction changes to your choice of Poison, Fire, Acid, or Cold.

Ethereal Modification

The target becomes partially insubstantial. It can move through non-magical difficult terrain without penalty, and its movement does not provoke opportunity attacks. This lasts for the duration, or until the target is damaged.

Expansive Catalyst

The spell’s area of effect increases by 5 feet in every dimension. This has no effect if the spell only targets one creature.

Metal Skin

The target gains temporary hit points equal to the spell's level.

Numbing Agent

The target does not feel pain from any damage dealt, and unless the effect is obvious (such as the explosion from a fireball), or they observe the spell affecting them, the target is not aware they were damaged.

Arcane Blend

At 6th level, your alchemical prowess allows you to combine multiple effects into a single potion. When you create an Arcane Concoction, instead of choosing an Alchemical distortion you can choose an additional spell of 1st or 2nd level to add to the Arcane Concoction that may not be cast at a higher level. Both effects apply to the target when the potion is used, using your spellcasting ability for any rolls required.

Masterwork Mixtures

At 10th level, your further study allows you to massively alter the effects of a spell. When you create an Arcane Concoction, you can choose two Alchemical Distortions to apply instead of just one.

Ultimate Philter

At 15th level, you discover the secrets of alchemy, creating an alchemical artifact of legendary power. Once per long rest, when you create an Arcane Concoction, you can choose one effect to enhance both the Arcane Concoction and the spell within:

  • In creating the Arcane Concoction, the spell is cast as normal without expending a spell slot.
  • When used on a creature, the Arcane Concoction grants a number of hit points equal to your wizard level.
  • At damage calculation, the spell within the Arcane Concoction deals maximum damage.
  • You are not limited to 1st or 2nd level spells for an additional spell in this Arcane Concoction.

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