Artificer
Base Class: Artificer

An Alchemist is an individual who specialises in practising and studying alchemy. As the craft of alchemy requires a full understanding of chemistry, physics and ancient alchemical theory, alchemists are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy, so not all people can become competent alchemists merely by studying.

Though essentially scientists, alchemists' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix. As such, alchemists are revered as productive members of society and hold the concept of Be Thou For The People as their unofficial credo. This creed dictates that alchemists use their abilities for the good of the public rather than for personal gain or political reasons, a creed generally rejected by alchemists who opt for government licenses and funding as State Alchemists.

Despite their obligation to the people, alchemists are also careful to keep the secrets of their research out of the hands of the general public so as to prevent abuse of that knowledge and power by those with less-than-noble intentions. As such, alchemists generally keep their research notes coded so that only they, or other like-minded alchemical geniuses, may understand them.

Tool Proficiency

3rd-level Alchemist feature

You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Alchemist Spells

3rd-level Alchemist  feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells

Artificer Level Spell

3rd

catapult, earth tremor

5th

Maximilian’s earthen grasp, spike growth

9th

erupting earth, haste

13th

fabricate, stone shape

17th

animate objects, transmute rock

Alchemical Fighter

3rd-level Alchemist feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Minor Alchemy

3rd-level Alchemist feature

Starting at 3rd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

 

Extra Attack

5th-level Alchemist feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Adept Alchemist

9th-level Alchemist feature

At 9th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

 

 

Master Transmuter

15th-level Alchemist feature

 

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