Artificer
Base Class: Artificer

"Why waste time drinking potions when I can shoot you with them?"

You blend alchemical mastery with precision marksmanship, creating a new school of battlefield medicine. Your bullets aren’t forged from metal — they’re distilled potions, crafted into alchemical cartridges that deliver magic on impact. Whether healing allies, granting bursts of power, or weakening foes, your shots change the flow of battle one vial at a time.

Tool Proficiency

3rd-level Alchemist feature

You gain proficiency with firearms (if your DM uses them) or hand crossbows and alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Infused Shots

3rd-level feature
You can infuse existing potions into bullets, delivering their magic through ranged attacks. During a long or short rest, you can load up to Intelligence modifier number of potions into your ammunition. 

When you hit a creature with a bullet loaded with a potion:

  • If it’s a beneficial potion (such as Healing, Heroism, Haste, or Invisibility), the potion’s effects apply to the target as if they drank it immediately.

  • If it’s a harmful potion (such as a Potion of Poison), the target must make any saving throws the potion normally requires.

Potion Economy: Potions used in this way still cost their normal time and gold to brew or acquire. You’re altering how they’re delivered, not bypassing potion crafting costs.


Potion-to-Bullet Conversion

When infusing potions into ammunition, you can distil a potion into multiple rounds depending on its rarity.

Potion Rarity Example Potions Crafting Cost (DMG) Bullets Produced Notes
Common Healing, Climbing 50 gp 3 bullets Stable and easily distilled.
Uncommon Greater Healing, Heroism, Growth 200 gp 2 bullets Potent but manageable.
Rare Superior Healing, Invisibility, Speed 2,000 gp 1 bullet Highly concentrated; unstable in multiples.
Very Rare / Legendary Supreme Healing, Giant Strength 10,000+ gp 1 bullet Too volatile to divide.

Optional Dilution:
You may create double the listed number of bullets from a potion, but each bullet’s duration or healing is halved (round down). This trade off allows you to stretch limited resources at the cost of potency.

 

Alchemical Ballistics

Potion Bullets
When you finish a long rest, you can create a number of Potion Bullets equal to your Intelligence modifier (minimum 1). These represent your baseline alchemical ammunition — healing or invigorating rounds — and lose potency at the end of your next long rest.

  • Healing Round:
    As an action, make a ranged spell attack against a willing creature within your firearm’s range. On a hit, the target regains hit points equal to 1d8 + Intelligence modifier.
    You can expend a spell slot to increase the healing by +1d8 per slot level.

  • Invigorating Round:
    On hit, the target gains temporary hit points equal to your Intelligence modifier and has advantage on their next saving throw before the start of your next turn.

These bullets count as magical for the purpose of overcoming resistance and immunity.

Rapid Reagent

5th-level 

Your refinements allow you to craft and fire bullets with incredible speed.

  • You can create a standard alchemical bullet (Healing or Invigorating) as a bonus action by expending a spell slot.

  • Potion bullets you fire ignore half and three-quarters cover.

Tonic Shot (New Bullet Type)
When you hit an ally with this bullet, choose one of the following effects until the start of your next turn:

  • +10 ft. movement speed

  • Advantage on their next attack roll

  • The next attack deals +1d6 force damage

You can use this feature a number of times equal to your proficiency bonus per long rest.

 

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.

Master Chemist

Perfect Infusion
You can now create temporary versions of potions you don’t possess. As part of a long rest, you can craft up to three temporary potions (any potion of Common, Uncommon, or Rare rarity) and load them into bullets. These bullets lose potency after 24 hours.

Panacea Shot
Once per long rest, as an action, you can fire a special alchemical bullet that detonates in a 15-foot radius.
Choose any number of creatures within range:

  • Allies: Regain 4d8 + your intelligence modifier hit points and end one condition of your choice (blinded, poisoned, paralyzed, or frightened).

  • Enemies: Must make a Constitution saving throw or take 4d8 acid or poison damage (your choice) and have their movement speed halved until the end of their next turn.

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