Base Class: Artificer
An Alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down
Alchemist’s Essentials
3rd-level Alchemist feature
At 3rd level, 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.
Additionally using your alchemist’s supplies, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions and can be used as a spellcasting focus. This may be used in conjunction with an alchemist's supplies to create Alchemy Items as described in the DMG. The Alchemist’s Satchel can help to substitute some ingredients, reducing the time needed and gold cost to create an Alchemy Item by half.
The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your alchemical creations, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.
Experimental Elixir
3rd-level Alchemist feature
Whenever you finish a long rest, you can magically produce a number of elixirs from the Experimental Elixir table, equal to 1 + your proficiency bonus, in empty flasks you touch. The elixir’s effect is triggered when someone drinks the elixir. As a bonus action, a creature can drink the elixir or as an action, 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. The number of Experimental Elixirs created is equal to the level of the spell slot used (minimum 1).
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.
- Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
- Swiftness. The drinker’s walking speed increases by 10 feet and it's jump distance is tripled for 1 hour.
- Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
- 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.
- Transformation. The drinker’s body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
- Vision. The drinker gains darkvision out to a range of 30 feet and blindsight out to a range of 10 feet. If it already has darkvision or blindsight from another source, its range increases by 30 feet or 10 feet respectively.
- Protection. Prerequisite: 5th level. The drinker gains the effect of the Protection From Evil And Good spell for the next minute (no concentration required).
- Growth. Prerequisite: 9th level. The drinker gains the "enlarge" effect of the Enlarge/Reduce spell for 1 hour (no concentration required).
- Flight. Prerequisite: 9th level. The drinker gains a flying speed of 10 feet for 10 minutes. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
- Invisibility. Prerequisite: 9th level. The drinker becomes invisible for 1 hour. Anything it is wearing or carrying is invisible as well. The effect ends early if you attack or cast a spell.
Alchemical Explosives
3rd-level Alchemist feature
At 3rd level, you learn Alchemical Explosives options from the list below. Whenever you finish a long rest, you can magically produce a number of Alchemical Explosives equal to your proficiency bonus.
Alchemical Explosives are treated as ranged spell attacks. If an Alchemical Explosive option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
You can create additional Alchemical Explosives by expending a spell slot of 1st level or higher. When you do so, you use your action to create the explosive effect from the Alchemical Explosives. The number of Alchemical Explosives created is equal to the level of the spell slot used (minimum 1).
To use any of these options, your Alchemist’s Satchel must be within reach and any explosive you create with this feature lasts until they are used or until the end of your next long rest.
Alchemical Fire. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 2d8 fire damage, or half as much damage on a successful one. This explosives’ damage increases by 1d8 when you reach certain levels in this class: 5th level (3d8), 11th level (4d8), 17th level (5d8)
Lingering Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you. On a hit, the target takes 2d4 acid damage immediately and 1d4 acid damage at the end of its turn. The effect persists for three turns or until a creature uses its action to scrape or wash the acid off itself or another creature. On a miss, the vial splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. An object automatically takes that damage, and the damage is maximized. This explosives’ damage increases (both initial and later) by 1d4 when you reach certain levels in this class: 5th level (3d4, 2d4), 11th level (4d4, 3d4), 17th level (5d4, 4d4)
Smoke Stick. As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this explosive, you can’t do so again for 1 minute.6
Tanglefoot Bag. As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you. The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this explosive, you can’t do so again for 1 minute.
Thunderstone. Prerequisite: 5th level. As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you, shattering on impact with a blast of concussive energy. Each creature within a 10-foot radius of the point of impact must succeed on a Strength saving throw or be pushed back 10 feet and knocked prone.
Bottled Lightning. Prerequisite: 5th level. As an action, you reach into your Alchemist’s Satchel and pull out a bottle of fur and broken glass and hurl it at a creature within 30 feet of you. On a hit, the creature takes 3d6 lightning damage. Two bolts then leap from that target to as many as two other targets of your choice, each of which must be within 15 feet of the first target, taking half of the initial damage. A creature can be targeted by only one of the bolts. On a miss, the initial target only takes half as much damage and it does not leap to other creatures. This explosives’ damage increases by 1d6 and adds additional bolts and targets when you reach certain levels in this class: 11th level (4d6) and 1 additional bolt and target, 17th level (5d6) and 2 additional bolts and targets.
Disorienting Blast. Prerequisite: 7th level. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of explosive reagents and hurl it at a creature within 30 feet of you, the vial shatters on impact with a blast of blinding energy. A creature must succeed on a Constitution saving throw or be stunned until the end of its next turn. On a success, the creature is blinded instead until the end of its next turn. After using this explosive you can't do so again for 1 minute.
Silver Moon Dust. Prerequisite: 9th level. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of powered silver and crushed moonseeds and hurl it at a creature, object, or surface within 30 feet of you. Each creature within a 5-foot radius of the point of impact has it's weapons treated as Silvered for the next minute. Additionally, a creature who has changed its shape, instantly reverts to its original form and can’t assume a different form until it uses its action to scrape or wash off the silvered powder.
Any creature covered in the silvered powder within 15 feet of a target hit with Bottled Lightning, has a bolt leap towards it. This ignores the maximum bolt restrictions.
Stink Bomb. Prerequisite: 9th level. As an action, you can reach into your Alchemist’s Satchel and pull out a clay pot of rotten eggs and hurl it at a creature, object, or surface within 30 feet of you. The bomb duplicates the effects of the spell, Stinking Cloud, with a radius of 5 feet.
Any Alchemical Fire that impacts within the stinking cloud immediately ignites the cloud, causing the Alchemical Fire damage to be maximised and ends the Stink Bomb's effect.
Rusted Mist. Prerequisite: 9th level. As an action, you can reach into your Alchemist's Satchel and pull out a small rusted metal horn and blow. Each creature in a 10-foot cone must make a Dexterity saving throw or be coated in rust flakes. If a creature is either wearing metal armour or carrying a metal shield, it takes a -1 penalty to the AC it offers. Armour reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. This effect becomes permanent after 1hour unless the armour or shield is cleaned using Smith's Tools or the Mending spell. A piece of metal armour or shield can only be effected once by this ability. After using this explosive you can't do so again for 1 minute.
Any creature that at the end of it's turn has a piece of armour or shield under the affect of Rusted Mist, and has taken damaged from Lingering Acid, has the penalty to its AC increased to -2.
Catalytic Synthesis
5th-level Alchemist feature
You've developed masterful knowledge and command of magical chemicals, enhancing their effects and your ability to mix your concoctions.
- You may mix two Elixirs together as if they were potions using the rules outlined in the DMG rules Variant: Mixing Potions, ignoring results of 1 & 100 on the Potion Miscibility table.
- You may use your bonus action to create an Alchemical Explosive, however any Alchemical Explosive created in this manner only lasts until the end of your next turn.
Alchemical Savant
9th-level Alchemist feature
You've developed masterful command of magical chemicals, enhancing the healing and quality of the concoctions you create through them.
- 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).
- If an Alchemical Explosive has an area of effect, that is now increased by 5 feet. Starting at 15th level, this now increased by an additional 5 feet.
Chemical Mastery
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, and you are immune to the poisoned condition.
- You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use your Alchemist’s Satchel as the spellcasting focus.
- You can cast greater restoration or heal without expending a spell slot, without preparing the spell, and without material components, provided you use your Alchemist’s Satchel as the spellcasting focus. Once you cast either spell with this feature, you can’t use this feature again until you finish a long rest.
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