Base Class: Artificer
Those who wanted to specialized this path was in a deep search for alchemy love. An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. Sometimes it being the basics of mixing concoctions but those concoctions brings something bigger to the table. Bringing a new form of fulfillment that is locked in a container that is always easy to reach, their experiment to help others in form of restoration or devastation.
All packed in one bottle.
"HEY, I THOUGHT I TOLD YOU NOT TO TOUCH THAT BOTTLE! THAT IS NOT REGULAR MUSTARD, IT'S MUSTARD GAS!!" - A horrified fairy Alchemist named Geo who sees the biggest mistake of their life. Someone taken their project bottle of mustard seed gas and thought it was a sandwich condiment.
Alchemist Works
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, you learn a cantrip from any spell list. This cantrip however must deal acid, fire, necrotic or poison damage or heal. This cantrip doesn't count towards the amount you know and prepared.
Alchemist (Revised) Spells
3rd-Level Alchemist (Revised) Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Blood Drive Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist (Revised) Specialist Spells
|
ARTIFICER LEVEL |
SPELLS |
|---|---|
|
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 |
Experimental Elixir (Revised)
3rd-Level Alchemist (Revised) Feature
Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll twice on the Experimental Elixir table and choose one of the numbers you rolled as a result for the elixir's effect. As a bonus action, a creature can drink the elixir or administer it to an incapacitated creature (unless stated otherwise by the elixir).
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 bonus action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table along with gain additional effects depending on the spell slot used.
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.
| d10 | Effect |
|---|---|
|
1 |
Healing. The drinker regains a number of hit points equal to a number of d4s equal to your proficiency bonus + your Intelligence modifier. |
|
2 |
Swiftness. The drinker's walking speed increases by 10 feet and lasts for an additional hour per slot level above 1st and grants a bonus to initiative rolls equal to the spell level. |
|
3 |
Resilience. The drinker gains a +1 bonus to AC and saving throws, and lasts for 10 minutes per slot level above 1st. At 5th level the bonus increases to +2. |
|
4 |
Boldness. The drinker can roll a d4 and add the number rolled to every attack roll, ability check and saving throw they make. The elixir lasts for an additional minute per slot level above 1st, and at 3rd level spell slot or higher the benefit also applies to damage rolls. |
|
5 |
Flight. The drinker gains a flying speed of 10 feet and the duration by 10 minutes per slot level above 1st. At 9th Level with this subclass, the flying speed increases to 30 feet. |
|
6 |
Transformation. The drinker's body is transformed as if by the Alter Self spell. The elixir lasts for 10 minutes per slot level above 1st and the drinker can choose any of the variations described in the alter form spell for a spell of the level you expended. |
|
7 |
Pepper Breath. This elixir immediately goes off like an Alchemist’s Fire and can be used as ammunition. The elixir upon hitting will react the same way as an Alchemist’s Fire. However, when the elixir is drunk, the creature takes 3d4 fire damage and for 1 minute, the creature acts as been casted with Dragon’s Breath (fire damage) at minimum level but have no choice but to use their action to use the breath until they drink 1 gallon of water or milk as a bonus action, or have cold damage hit them. Optionally, you can spend a spell slot in order to increase the spell level of Dragon's Breath. But you add in additional fire damage equal to your Intelligence modifier plus the spell slot used. |
|
8 |
Caustic Bloodline. Upon drinking the elixir or applying it to the body, for 1 minute, creatures and objects that attack you with a melee attack, they take 1d6 acid damage from you upon hit. If you spend a 2nd level, the amount of minutes is equal to the spell slot spent. |
|
9 |
Spell Dose. The creator can apply one spell into the elixir. The elixir can be used as ammunition, used as a thrown weapon and can be potentially drunk too. The spell applied to the elixir, it uses your Spell Attack Roll and Spell DC for the respective spell. If plan to use the elixir as a thrown weapon, it is considered an improvised weapon with a range of 10/60 and upon where it lands or hits, the spell is casted then. If you spend a 2nd level spell slot or higher, the ranged when used as a improvised, thrown weapon increases by 10/60 for each spell slot level above the 1st. |
|
10 |
Wild Extract. You can use this elixir as a weapon, drink or apply it to the body. However, when the elixir is used, the target that it used on or has used it must roll on the Wild Magic Surge table and take its effects. |
Optionally, you can replace the Wild Extract from this with another version of it.
Alchemical Savant (Revised)
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 cantrip or spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to rolls of the cantrip or spell.
Those rolls 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 (Revised)
9th-Level Alchemist Feature
You can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an experimental elixir you created that heals or bolsters, or when you heal a creature with a cantrip or spell, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 2 temporary hit points). If spell slots were spent, you add an additional amount of temporary hit points equal to the spell slot spent.
- 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.
- When you create potions that heal or bolsters, those who consume it regains hit points equal to your Intelligence modifier.
Chemical Mastery (Revised)
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, you are immune to the poisoned condition and have advantage on saving throws against poisons.
- 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 or if you spend a Flash of Genius to regain a use.
Comments