Artificer
Base Class: Artificer

Level 3: Alchemical Preparations

3rd-Level Apothecary Feature

Your mastery of chemistry and magical reagents has made you a prodigy of potioncraft.

You gain Expertise with Alchemist's Supplies and the Herbalism Kit, doubling your Proficiency Bonus for any ability check you make using either tool.

Healing Potions

At the end of each Long Rest, you can create a number of common Potions of Healing equal to your Proficiency Bonus. 

Experimental Potions

At the end of each Long Rest, you also create a number of common or uncommon "potions" of your choice (excluding healing potions) equal to your Proficiency Bonus + your Intelligence modifier (minimum of one).

All potions, oils, tonics, elixirs, and otherwise alchemical concoctions you create using your Apothecary features apply your spell saving throw for any effects requiring one.

These potions remain stable until the end of your next Long Rest. Any unused potions then become unstable and transform into Potions of Poison.

Level 3: Apothecary Spells

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

Apothecary Spells
Artificer Level Prepared Spells
3 Alchemical Tinkering, Alchemical Refraction Remedy
5 Alchemical Sludge, Alchemical Adhesive
9 Alchemical Cheers, Alchemical Creation
13 Alchemical Transmutation, Alchemical Psychedelics
17 Alchemical Brew, Alchemical Anti-Weave

Mystic Caravan

3rd-Level Apothecary Feature

You have crafted a magical covered wagon, coach, or similar conveyance known as your Mystic Caravan. You determine its appearance, furnishings, and other cosmetic details when you create it. 

The Mystic Caravan is a Large magical object with an Armor Class of 15, 50 hit points, and a walking speed of 60 feet. At 10th level in this class, its hit point maximum becomes 100. It can comfortably carry up to eight medium or smaller creatures. While you can see the Mystic Caravan, you can mentally command it to move, requiring no action. As an action, you can shrink it down to a tiny object, or back to full size. All creatures are shunted out of the caravan when shrunk.

The interior of the Mystic Caravan is an extradimensional space that is 5 connected squares. Each Square is 10ft by 10ft in size, with a high ceiling of 30ft. It is capable of storing up to 1,000 pounds of equipment and cargo, not including its passengers. Any doors, windows, or other openings function as portals between the extradimensional interior and the outside world, allowing creatures to see through and pass through them normally. Any damage taking place inside the extradimensional space does not damage the Caravan. 

If the Mystic Caravan is destroyed, its extradimensional space remains intact, and everything stored within it is preserved. You can recreate your Mystic Caravan by spending 1 hour of work using artisan's tools or by completing a short or long rest, at which point the extradimensional space and all of its contents are restored to the newly created caravan. 

The Mystic Caravan contains a fully equipped alchemical workshop, including alchemist's supplies, a herbalism kit, and cook's utensils. While inside your Mystic Caravan, you have expertise with these tools. 

In addition, the Mystic Caravan magically produces all of the mundane ingredients required for your Alchemical Preparations. These ingredients vanish immediately if removed from the Mystic Caravan.

Level 5: Potion Slinging

5th-Level Apothecary Feature

Your alchemical techniques allow you to alter potions to activate on contact rather than requiring a creature to drink them.

Whenever you attempt to apply a potion, you can either administer it by touch or throw it at a creature within 45 feet (if a potion has a range/ thrown property already, you instead use the range of this feature).

Rapid Sling. As a Magic action, you can throw up to two potions. Each potion shatters harmlessly at the target's feet, and its magical effects immediately apply to that creature as though it had consumed the potion.

If a thrown potion would have a harmful effect on the target (such as a Potion of Poison), the target must succeed on a Dexterity saving throw against your Spell Save DC. On a failed save, the potion affects the creature normally. On a successful save, the creature takes half the potion's damage (if any) and suffers no additional effects (unless the potion thrown affects a range of distance normally, the potion affects only a single target).

Additionally, whenever you take any action on your turn (other than your Rapid Sling action), you can throw one potion as part of that same action.

Level 9: Advanced Potion Making

9th-Level Apothecary Feature

Your mastery of potioncraft allows you to produce even more powerful concoctions.

At the end of each Long Rest, you can create two rare potions (3 at level 13) and one very rare potion of your choice (2 at level 13), in addition to the potions created by your Apothecary feature.

These potions remain stable until the end of your next Long Rest. Any unused potion that is not a Potion of Healing becomes an unstable Potion of Poison.

Level 15: Master Apothecary

15th-Level Apothecary Feature

You have reached the pinnacle of magical medicine and alchemy.

At the end of each Long Rest, you create one legendary potion of your choice, in addition to the potions created by your other Apothecary features.

This potion remains stable until the end of your next Long Rest. If it remains unused and is not a Potion of Healing, it becomes an unstable Potion of Poison.

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