Artificer
Base Class: Artificer

Alchemist updated for 2024

Level 3: 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.

Level 3: 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.

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

Level 3: Alchemical Elixirs

Whenever you finish a Long Rest, you can magically produce alchemical elixirs in an empty flask you touch. Choose an alchemical element (Acid, Fire, Necrotic, or Poison). Roll on the chosen element's Alchemical Elixirs table for the elixir’s effect, which is triggered when someone drinks the elixir. As a Bonus Action, a creature can drink the elixir or administer it to an Incapacitated creature.

Creating alchemical elixirs 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.

When you reach certain levels in this class, your elixirs become more potent and gain additional and improved effects as you perfect your craft: you create Superior elixirs at 9th level and Perfected elixirs at 17th level. Choose an alchemical element (Acid, Fire, Necrotic, or Poison) for each elixir and roll for that elixir’s effect separately from the chosen alchemical element's table. Each elixir requires its own flask.

You can create additional experimental alchemical elixirs by expending a spell slot of 1st level or higher for each one, superior alchemical elixirs by expending a spell slot of 3rd level or higher for each one, and perfected alchemical elixirs by expending a spell slot of 5th level or higher. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from any of the Alchemical Elixirs table.

Acid

 Caustic Elixir (Experimental)

d6 Effect

1

Healing. The drinker takes 1d4 Acid damage, then regains a number of Hit Points equal to 3d4 + your Intelligence modifier.

2

Swiftness. The drinker takes 1d4 Acid damage and gains a Climb Speed equal to its Walking Speed for 1 hour.

3

Resilience. The drinker takes 1d4 Acid damage and gains a +1 bonus to AC and Resistance to Acid damage for 10 minutes.

4

Boldness. The drinker takes 1d4 Acid damage and adds 1d4 to Saving Throws for 10 minutes. The drinker also gains 2d4 Temporary Hit Points.

5

Sight. The drinker takes 1d4 Acid damage and gains Darkvision up to 30 feet for 1 hour. If the drinker already has Darkvision, its vision is extended by an additional 10 feet.

6

Transformation. The drinker takes 1d4 Acid damage. 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.

 

Acid

Caustic Elixir (Superior)

d6 Effect

1

Healing. The drinker takes 2d4 Acid damage, then regains a number of Hit Points equal to 6d4 + your Intelligence modifier.

2

Swiftness. The drinker takes 2d4 Acid damage and gains a Swim Speed and Climb Speed equal to its Walking Speed for 1 hour. The drinker's Walking Speed increases by 15 feet for the duration.

3

Resilience. The drinker takes 2d4 Acid damage and gains a +2 bonus to AC and resistance to Acid damage for 10 minutes. The drinker also gains resistance to non-magical Bludgeoning, Piercing, and Slashing damage for the duration.

4

Boldness. The drinker takes 2d4 Acid damage and adds 1d4 to Saving Throws for 10 minutes. The drinker is also gains 4d4 Temporary Hit Points.

5

Sight. The drinker takes 2d4 Acid damage and gains Darkvision up to 60 feet for 1 hour. If the drinker already has Darkvision, its vision is extended by an additional 30 feet.

6

Transformation. The drinker takes 2d4 Acid damage. The drinker’s body is transformed as if by the Polymorph spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

 

Acid

Caustic Elixir (Perfected)

d6 Effect

1

Healing. The drinker takes 3d4 Acid damage, then regains a number of Hit Points equal to 9d4 + your Intelligence modifier.

2

Swiftness. The drinker takes 3d4 Acid damage and gains a Swim Speed and Climb Speed equal to its Walking Speed for 1 hour. The drinker's Walking Speed increases by 30 feet for the duration.

3

Resilience. The drinker takes 3d4 Acid damage. The drinker gains a +3 bonus to its AC, immunity to Acid damage, gains resistance to Bludgeoning, Piercing, and Slashing damage for 10 minutes.

4

Boldness. The drinker takes 3d4 Acid damage and adds 1d4 + your Intelligence modifier to Saving Throws for 10 minutes. The drinker is also gains 6d4 Temporary Hit Points.

5

Sight. The drinker takes 3d4 Acid damage and gains Superior Darkvision up to 100 feet for 1 hour. 

6

Transformation. The drinker takes 3d4 Acid damage. The drinker’s body is transformed as if by the Tasha's Otherworldly Guise spell, the duration of which last for 1 minute.

 

Fire

 Burning Elixir (Experimental)

d6 Effect

1

Healing. The drinker takes 1d4 Fire damage and regains 2d4 Hit Points at the start of each of their turns for 1 minute.

2

Swiftness. The drinker takes 1d4 Fire damage at the start of each of its turns. The drinker's Walking Speed increases by 10 feet and can Disengage as a bonus action for 1 minute.

3

Resilience. The drinker takes 1d4 Fire damage at the start of each of its turns and gains Resistance to Fire damage for 1 minute. The drinker also gains 1d4 Temporary Hit Points at the start of each of its turns for the duration.

4

Boldness. The drinker takes 1d4 Fire damage at the start of each of its turns and adds 1d4 to attack rolls for 1 minute. The drinker's attacks deal 1d6 fire damage for the duration.

5

Sight. The drinker takes 1d4 Fire damage at the start of each of its turns and sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet for 1 minute. Whenever a creature ends its turn within 5 feet of the drinker, its takes 1d4 Radiant damage.

6

Transformation. The drinker takes 1d4 Fire damage at the start of each of its turns and the drinker’s body is transformed as if by the Dragon's Breath spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 minute.

 

Fire

 Burning Elixir (Superior)

d6 Effect

1

Healing. The drinker takes 1d4 Fire damage and regains 3d4 Hit Points at the start of each of their turns for 1 minute.

2

Swiftness. The drinker takes 1d4 Fire damage at the start of each of its turns and its Walking Speed increases by 20 feet for 1 minute. The drinker can Disengage as a bonus action for the duration, and if an enemy would end its turn within 5 feet of the drinker, the drinker may take a Reaction to move half its Speed without provoking Opportunity Attacks.

3

Resilience. The drinker takes 1d4 Fire damage at the start of each of its turns and gains Resistance to Fire damage for 1 minute. The drinker also gains 1d8 Temporary Hit Points at the start of each of its turns for the duration.

4

Boldness. The drinker takes 1d4 Fire damage at the start of each of its turns and adds 1d6 to attack rolls for 1 minute. The drinker's attacks deal an additional 2d6 Fire damage for the duration.

5

Sight. The drinker takes 1d4 Fire damage at the start of each of its turns and sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet for 1 minute. Whenever a creature ends its turn within 5 feet of the drinker, its takes 1d6 Radiant damage.

6

Transformation. The drinker takes 1d4 Fire damage at the start of each of its turns. The drinker’s body is transformed as if by the Guardian of Nature spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 minute.

 

Fire

Burning Elixir (Perfected)

d6 Effect

1

Healing. The drinker takes 1d4 Fire damage and regains 4d4 Hit Points at the start of each of their turns for 1 minute.

2

Swiftness. The drinker takes 1d4 Fire damage at the start of each of its turns and its Walking Speed increases by 30 feet for 1 minute. The drinker can Disengage as a bonus action for the duration, and whenever a creature ends its turn within 5 feet of the drinker, the drinker may take a Reaction to move half its Speed without provoking Opportunity Attacks. Whenever the drinker moves, creatures within 5 feet must make a DC 15 Dexterity Saving Throw, taking 3d6 Fire damage on a failure. On a success, a creature suffers no damage.

3

Resilience. The drinker takes 1d4 Fire damage at the start of each of its turns and gains Immunity to Fire damage for 1 minute. The drinker gains 1d12 Temporary Hit Points at the start of each of its turns for the duration, and whenever a creature deals damage to the drinker while it has these Temporary Hit Points, it takes 2d6 Fire damage.

4

Boldness. The drinker takes 1d4 Fire damage at the start of each of its turns and adds 1d8 to attack rolls for 1 minute. The drinker's attacks deal an additional 3d6 Fire damage for the duration.

5

Sight. The drinker takes 1d4 Fire damage at the start of each of its turns and sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet for 1 minute. For the duration, whenever a creature ends its turn within the 5 feet of the drinker, it makes a DC 15 Constitution Saving Throw, taking 2d6 Radiant damage and suffers the Blinded condition until the end of its next turn on a failure.

6

Transformation. The drinker takes 1d4 Fire damage at the start of each of its turns for 1 minute. The drinker’s body is transformed as if by the Draconic Transformation spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 minute.

 

Necrotic

Corrupted Elixir (Experimental)

d6 Effect

1

Healing. The drinker regains 4d12 Hit Points. The drinker can not benefit from effects that restore Hit Points for 1 minute. Once this effect ends, the drinker takes Necrotic damage equal to 2d12.

2

Swiftness. The drinker's Walking Speed increases by 15 feet for 1 hour. Once this effect ends, the drinker's Speed is reduced by 15 feet for 1 hour.

3

Resilience. The drinker gains Resistance to non-magical Bludgeoning, Slashing, and Piercing damage for 10 minutes. Once this effect ends, the drinker gains Vulnerability to non-magical Bludgeoning, Slashing, and Piercing damage for 10 minutes.

4

Boldness. The drinker adds 1d4 to Death Saving Throws rolls for 10 minutes. Once this effect ends, the next time the drinker would be reduced to 0 Hit Points before taking a Long Rest, the drinker suffers 1 failed Death Save. 

5

Sight. The drinker gains 30 feet of Blindsight for 1 hour. Once this effect ends, the drinker is Blinded for 10 minutes.

6

Transformation. The drinker’s body is transformed as if by the Shadow of Moil spell, the effects of which last for 1 minute. Once this effect ends, the drinker’s body is then transformed as if by the Gaseous Form spell, the effects of which last for 10 minutes.

 

Necrotic

Corrupted Elixir (Superior)

d6 Effect

1

Healing. The drinker regains 8d12 Hit Points. The drinker can not benefit from effects that restore Hit Points for 1 minute. Once this effect ends, the drinker takes Necrotic damage equal to 4d12.

2

Swiftness. The drinker's Walking Speed is doubled for 1 hour. Once this effect ends, the drinker's Speed is reduced by half the drinker's Walking Speed for 1 hour.

3

Resilience. The drinker gains resistance to Bludgeoning, Slashing, and Piercing damage for 10 minutes. Once this effect ends, the drinker gains vulnerability to Bludgeoning, Slashing, and Piercing damage for 10 minutes.

4

Boldness. The drinker gains Advantage on and adds 1d4 to Death Saving Throws rolls for 10 minutes. Once this effect ends, the next time the drinker would be reduced to 0 Hit Points before taking a Long Rest, the drinker suffers 2 failed Death Saves. 

5

Sight. The drinker gains 30 feet of Blindsight and can see into the Ethereal Plane for 1 hour. Once this effect ends, the drinker is Blinded and Deafened for 10 minutes.

6

Transformation. The drinker’s body is transformed as if by the Investiture of Flame spell, the effects of which last for 10 minutes. Once this effect ends, the drinker’s body is transformed into a Beast of CR 0 (the DM chooses the form) as if by the Polymorph spell, the effects of which last for 1 hour.

 

Necrotic

Corrupted Elixir (Perfected)

d6 Effect

1

Healing. The drinker regains 12d12 Hit Points. The drinker can not benefit from effects that restore Hit Points for 1 minute. Once this effect ends, the drinker takes Necrotic damage equal to 6d12.

2

Swiftness. The drinker's Walking Speed is tripled for 1 hour. Once this effect ends, the drinker becomes Paralyzed for 10 minutes.

3

Resilience. The drinker gains Immunity to all damage for 1 minute. Once this effect ends, the drinker gains Vulnerability to all damage for 1 minute and takes 2d12 Necrotic damage.

4

Boldness. The drinker gains Advantage on Death Saving Throws rolls for 10 minutes. If the drinker would reduced to 0 Hit Points, the drinker is healed as if by the effects of the Regenerate spell, the effects of which last for 1 hour. If the drinker is killed outright, the drinker is instead revived as if by the effects of the Resurrection spell. Once any of these effect ends, the next time the drinker would be reduced to 0 Hit Points before taking 1d4 Long Rest, the drinker's body and everything nonmagical it is wearing and carrying are disintegrated into gray dust as if by the effects of the Disintegrate spell. The drinker can only be revived by a True Resurrection or Wish spell. A drinker can only benefit from this elixir once every 1d6 + 1 Long Rest.

5

Sight. The drinker gains Truesight for 1 hour. Once this effect ends, the drinker is Incapacitated, Blinded, and Deafened for 10 minutes.

6

Transformation. The drinker’s body is transformed as if by the Shapechange spell, the effects of which last for 10 minutes. Once this effect ends, the drinker’s body is transformed into a CR 0 Beast of the DMs choice as if by the True Polymorph spell, the effects of which last for 10 minutes.

 

Poison

Noxious Elixir (Experimental)

d6 Effect

1

Healing. The drinker suffers the Poisoned condition for 10 minutes and regains 1d4 Hit Points every 1 minute while Poisoned in this way.

2

Swiftness. The drinker suffers the Poisoned condition for 10 minutes. While Poisoned in this way, the drinker's Walking Speed increases by 10 feet.

3

Resilience. The drinker suffers the Poisoned condition for 10 minutes. While Poisoned in this way, the drinker gains Resistance to Poison damage.

4

Boldness. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker adds 1d6 to rolls made with Disadvantage. 

5

Sight. The drinker suffers the Poisoned condition for 10 minutes. While Poisoned in this way, the drinker can see a faint aura around any visible creature or object in the area that bears the magic, as if by the effects of the Detect Magic spell.

6

Transformation. The drinker’s body is transformed as if by the Alter Self or Barkskin spells. The drinker determines the transformation caused by the spell, the effects of which last for 1 hour. The drinker suffers thePoisoned for the duration.

 

Poison

Noxious Elixir (Superior)

d6 Effect

1

Healing. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker regains 1d6 Hit Points every 1 minute and reduces magic damage received by 1d4.

2

Swiftness. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker's Walking Speed increases by 20 feet and reduces magical damage taken by 1d4.

3

Resilience. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker gains Resistance to Poison damage, reduces non-magical damage taken by 1d4, and reduces magical damage taken by 1d4.

4

Boldness. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker adds 1d6 to rolls made with Disadvantage and reduces magical damage taken by 1d4.

5

Sight. The drinker suffers the Poisoned condition for 10 minutes and reduces magical damage taken by 1d4. While Poisoned in this way, the drinker gains the effects of the Detect Magic and Detect Evil and Good spells.

6

Transformation. The drinker’s body is transformed as if by the Gaseous Form or Stoneskin spells. The drinker determines the transformation caused by the spell, the effects of which last for 1 hour. The drinker suffers thePoisoned for the duration and reduces magical damage taken by 1d4.

 

Poison

Noxious Elixir (Superior)

d6 Effect

1

Healing. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker regains 1d8 Hit Points every 1 minute, reduces magical damage taken by 1d8, and has Advantage against being Charmed, Frightened, Paralyzed, Petrified, and Poisoned.

2

Swiftness. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker's Walking Speed increases by 30 feet, reduces magical damage taken by 1d8, and has Advantage against being Charmed, Frightened, Paralyzed, Petrified, and Poisoned.

3

Resilience. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker gains Immunity to Poison damage, reduces non-damage taken by 1d6, reduces magical damage taken by 1d8, and has Advantage against being Charmed, Frightened, Paralyzed, Petrified, and Poisoned. 

4

Boldness. The drinker suffers the Poisoned condition for 1 hour. While Poisoned in this way, the drinker adds 1d8 to rolls made with Disadvantage, reduces magical damage taken by 1d8, and has Advantage against being Charmed, Frightened, Paralyzed, Petrified, and Poisoned. 

5

Sight. The drinker suffers the Poisoned condition for 1 hour, reduces magical damage taken by 1d8, and has Advantage against being Charmed, Frightened, Paralyzed, Petrified, and Poisoned. While Poisoned in this way, the drinker gains the effects of the Detect Magic, Detect Evil and Good, and See Invisibility spells, the effects of which last for 10 minutes. 

6

Transformation. The drinker’s body is transformed as if by the Yolande's Regal Presence or Investiture of Stone spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. The drinker suffers thePoisoned for 1 hour, reduces magical damage taken by 1d8, and has Advantage against being Charmed, Frightened, Paralyzed, Petrified, and Poisoned. 

 

Alchemical Savant

5th-level Alchemist feature

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).

Restorative Reagents

9th-level Alchemist feature

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 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.

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