Artificer
Base Class: Artificer

An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.

Level 3: Tools of the Trade

You gain the following benefits.

Tool Proficiency. You gain proficiency with Alchemist’s Supplies and the Herbalism Kit. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).

Potion Crafting. 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.

Level 3: Alchemist Spells

When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.

Alchemist Spells
Artificer Level Prepared Spells
3 Healing Word, Ray of Sickness
5 Flaming Sphere, Melf’s Acid Arrow
9 Fireball, Mass Healing Word
13 Death Ward, Vitriolic Sphere
17 Cloudkill, Raise Dead

Level 3: Experimental Elixir

Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. These elixirs expire after 24 hours.

Experimental Elixir
1d6 Effect
1 Healing. The drinker regains a number of Hit Points equal to 2d8 plus your Intelligence modifier. The number of Hit Points restored increases by 1d8 when you reach Artificer levels 9 (3d8) and 15 (4d8).
2 Swiftness. The drinker’s Speed increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet).
3 Resilience. The drinker gains a +1 bonus to AC for 1 hour.
4 Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll and saving throw it makes for the next hour.
5 Flight. The drinker gains a Fly Speed of 10 feet for 10 minutes. The Fly Speed increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet).
6 You determine the elixir’s effect by choosing one of the other rows in this table.

Drinking an Elixir. As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself.

Creating Additional Elixirs. As a Magic action while holding Alchemist’s Supplies, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.

When you reach certain Artificer levels, you can make an additional elixir at the end of each Long Rest: a total of three at level 5, four at level 9, and five at level 15.

Level 3: Mass Produce

Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can create 2 Potions of Healing. These potions expire in 24 hours.

When you reach certain Artificer levels, you can make an additional Potion of healing at the end of each Long Rest: a total of three at level 5, four at level 9, and five at level 15.

Level 5: Advanced Potion Making

Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can create 3 Uncommon potions of your choice. These potions expire in 24 hours.

When you reach certain Artificer levels, you can make an additional Uncommon potion at the end of each Long Rest: 4 at level 9, and 5 at level 15.

Level 5: Chemical Warfare

Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can create 2 Alchemical bombs. These bombs become duds after 24 hours.

When you take the Attack action, you can replace one of your attacks with throwing an Alchemical bomb. Target one creature or object you can see within 20 feet of yourself. Each creature in a 10 ft radius sphere centered around the target makes a Dexterity saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus) or take 6d6 Acid damage on a failed save or half as much damage on a successful one.

When you reach certain Artificer levels, you can make an additional Alchemical bomb at the end of each Long Rest: 3 at level 9, and 4 at level 15.

Level 9: Alchemical Mastery

Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can create 1 Rare or Very Rare potion of your choice. This potion expires in 24 hours.

Level 9: Experimental Mix

You can pour a potion into your Experimental Elixir as an action. The maximum amount of potions an elixir can contain is 2. When you drink the mixed elixir, you gain the benefits of all the potions and the experimental elixir you mixed together for 10 minutes. Potions with the same effect stack unless it changes an ability score.

Level 15: Legendary Alchemist

Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can create one Legendary potion of your choice. This potion expires in 24 hours.

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