Base Class: Artificer
Craft Magic Elixirs and Potions
An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.
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. In addition, when you brew a potion using the crafting rules in the Dungeon Master’s Guide, the amount of time required to craft it is halved.
Alchemist Spells
3rd-level Alchemist feature
You always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
- 3rd healing word, ray of sickness
- 5th flaming sphere, melf’s acid arrow
- 9th gaseous form, mass healing word
- 13th vitriolic sphere, death ward
- 17th cloudkill, raise dead
Experimental Elixir
3rd-level Alchemist feature
Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, 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 experimental 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, and you choose the elixir’s effect from the Experimental Elixir table.
Creating an experimental 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.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
Experimental Elixir. Roll a D6 to determine the effect.
- 1 Healing. The drinker regains a number of hit points equal to 2d8 + your Intelligence modifier.
- 2 Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
- 3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
- 4 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.
- 5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
- 6 Alchemist's Choice. You determine the elixir's effect by choosing one of the other results.
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, granting the following benefits:
- Fortify. 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).
- Restore. 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 gain the following benefits:
- Alchemical Eruption. When you cast an Artificer spell that deals Acid, Fire, Necrotic, or Poison damage to a target, you can also deal 2d8 Force damage to that target. You can use this benefit only once on each of your turns.
- Chemical Resistance. You gain resistance to acid damage and poison damage.
- Conjured Cauldron. You can cast tasha's bubbling cauldron 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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