Base Class: Artificer
The Wild Alchemist pushes their Science to the edge, bordering on brilliance and disaster.
Potent Potioneering
The Wild Alchemist pushes their Science to the edge, bordering on brilliance and disaster. They craft Potions and Elixirs with interesting side effects.
The Wild Alchemist can create a number of Potions or Elixirs per long rest equal to their Intelligence Modifier. The type of Potions they can create are determined by their level, Common potions at 3rd level, at 5th level they can brew Uncommon potions, at 9th level they can brew Rare potions, at 15th level they can brew Very Rare potions. They can brew these potions by either taking a minute or expending a spell slot of the appropriate level as an action, a 1st level spell for Common potion, a 2nd level spell for Uncommon potion, a 3rd level spell for a Rare Potion, and a 4th Level spell for a Very Rare Potion. You can use a higher level spell slot to make a potion than is required, but there is no additional effect.
Elixirs
Swiftness. The drinker’s walking speed increases by 10 feet 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.
Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
Common Potions: Potion of Climbing, Potion of Comprehension, Potion of Healing, Potion of Watchful Rest
Uncommon Potions: Bottled Breath, Oil of Slipperiness, Philter of Love, Potion of Animal Friendship, Potion of Fire Breath, Potion of Giant Strength (Hill), Potion of Greater Healing, Potion of Growth, Potion of Poison, Potion of Resistance, Potion of Water Breathing
Rare Potion: Elixir Health, Oil of Etherealness, Potion of Aqueous Form, Potion of Clairvoyance, Potion of Diminution, Potion of Gaseous Form, Potion of Giants Strength (Frost, Stone, Fire), Potion of Superior Healing, Potion of Heroism, Potion of Invulnerability, Potion of Maximum Power, Potion of Mind Reading
Very Rare Potion: Oil of Sharpness, Potion of Flying, Potion of Giant Strength (Cloud), Potion of Supreme Healing, Potion of Invisibility, Potion of Longevity, Potion of Possibility, Potion of Speed, Potion of Vitality
Unintended Side Effects
Brewing potions that take days in such a shot period of time is pushing the limits of the Alchemist's scientific and magical capabilities, and this can lead to some additional features. When consuming a potion made this way, or if Identifying the potion before consumption, roll on the Side Effects table. These potions lose their stability after 24 hours, becoming inert.
01-02: You become Poisoned for the next hour.
03-04: You grow Ram horns that last for 24 hrs before falling off. You can attack with these, making an unarmed attack with your Strength bonus, dealing 1d4+Strength bludgeoning damage.
05-06: Your whole body gives off bright light for 30 feet and dim light for an additional 30 feet. This lasts for 10 minutes.
07-08: Your gain elasticity and some strength, increasing your melee range by 10ft, and giving you advantage on Grapple attempts. This lasts for an hour.
09-10: Water Erupts from your skin as if a 3rd level Create Water were cast on your space.
11-12: You surge with magic potential. You regain your lowest level spell slot. If you do not cast spells, your next attack does an additional 2d10 force damage.
13-14: You lose the ability to speak humanoid languages, but talk as if using the Speak with Animals spell, and gain advantage on Animal Handling checks. This lasts for 10 minutes.
15-16: One of your legs shrinks to half its length, halving your movement speed, lasting 10 minutes.
17-18: Your appearance gains a sickly, undead quality, giving you a resistance to Necrotic damage and disadvantage on Charisma Checks for an hour.
19-20: You're blinded for 1d10 rounds
21-22: You gain Darkvision to a range of 60ft. If you already have Darkvision, its range is increased 60ft. This lasts for 24 hours.
23-24: You grow 2 inches of hair over your whole body.
25-26: Your height changes permanently. Roll a d12, If you roll odd you shrink that many inches, if you roll even, you grow that many inches.
27-28: Your eyes appear in kaleidoscope formations to others, and you see as if you have cast Detect Magic for 10 minutes.
29-30: You briefly become very primal, your intelligence score drops to 1 for 10 minutes.
31-32: Your mind becomes clear and reinforced. You cannot be charmed or frightened for an hour, and lose those conditions if already charmed or frightened.
33-34: You gain Sunlight Sensitivity (disadvantage while in sunlight) for 8 hours.
35-36: You emit a noxious odour that you cannot smell for 1 minute. Creatures within 15ft of you must make a DC15 Constitution Saving Throw at the start of their turn, gaining disadvantage on skill checks and attack rolls that turn on a failure.
37-38: Your body becomes almost liquid for 10 minutes, allowing you to fit through gaps as small as 1 inch wide.
39-40: Your skin toughens, granting +1 ac for an hour
41-42: You shrink by one size category for 10 minutes.
43-44: You grow webbing under your arms and along you legs, allowing you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. These last for 8 hours
45-46: You grow a prehensile tail that allows you to hold up to 20 pounds and interact with simple objects. This remains for 24 hours
47-48: You erupt in flame, becoming immune to fire damage, and remaining on fire for a minute. Creatures within 5ft of you must make a DC 13 Dexterity Saving Throw, taking 3d6 fire damage on a failure.
49-50: Your fingers morph together, solidifying into solid shovel like appendages. You gain a Burrow speed of 30ft. this lasts for 8 hours
51-52: You collapse in a fit of laughter as if affected by Tasha's Hideous Laughter
53-54: Your form vibrates at high speeds, as you are under the effect of the Blur spell
55-56: You gain surface level Telepathy at a range of 30ft, but also project your surface level thoughts to everyone within 30ft for 1 hour.
57-58: Your sense of smell improves greatly, giving you advantage on smell based perception checks for 24 hours
59-60: Your legs fuse together and morph, turning into a mermaids tail. Your Speed on land becomes 10ft and your Speed in water becomes 50ft for 10 minutes.
61-62: You're stricken with momentary Flesh Rot, making you Vulnerable to the damage of the next attack.
63-64: You're coated in a slick membrane that makes holding on to things difficult, giving disadvantage on attacks with held weapons. This lasts for 1 minute.
65-66: Your fingers harden and change to points, allowing your unarmed strikes to deal an extra 1d4 slashing damage, and giving you a climb speed of 20ft. These last for 1 hour.
67-68: You instantly fall asleep. You remain asleep until someone takes an action to wake you, you take damage, or you finish a long rest.
69-70: You are cured of all status effects currently on you.
71-72: You feel reinvigorated, lose all points of Exhaustion.
73-74: You feel drained, gain a point of Exhaustion.
75-76: You grow dragon like scales and gain resistance to a type of damage. Roll 1d10. 1:Red Scales/Fire, 2:Blue Scales/Lightning, 3:White Scales/Ice, 4:Green Scales/Poison, 5:Black Scales/Acid, 6:Gold Scales/Radiant, 7:Silver Scales/Psychic, 8:Brass Scales/Thunder, 9:Bronze Scales/Force, 10:Copper Scales/Necrotic. These scales last for 1 hour.
77-78: You're dazed and confused, as if affected by the Confusion spell for the next minute.
79-80: Your skin changes colour to a fluorescent green for 1 day.
81-82: You lose your sense of smell and taste for a day.
83-84: Your mind is made more malleable, you automatically fail saves against being charmed or frightened. This lasts for 1 hour.
85-86: You become transparent, going Invisible for 10 minutes. This invisibility breaks if you attack or cast a spell.
87-88: You lose control over the volume of your voice, shouting everything you say for 10 minutes.
89-90: You gain Blindsight to a range of 20ft as your hearing sharpens greatly for 1 hour.
91-92: Your throat engorges as you develop a slime sack, which allows you to vomit slime that functions as if you cast the Web spell. You can do this once and then the slime sack shrivels away.
93-94: Your eyes shoot a beam of light, giving advantage on ranged attacks. This beam is obvious to the naked eye, and lasts for 10 minutes.
95-96: You release a scent calling 1d4 Swarms of Rats to your location. They are neutral towards you, but may become hostile if treated improperly.
97-98: You begin to produce a small electric pulse in your body. Each round you build a charge worth 1d6 electric damage. At the beginning of your turn make a constitution saving throw DC10 + the number of charges you have. On a failure, all the charges are expended and deal lightning damage to you. You can use your action to make a lightning attack on a target, rolling an unarmed attack. On a hit, expend all charges and deal lightning damage.
99-100: Roll twice on the Side Effect table, ignoring duplicate results.
Tougher Stuff
Your constant exposure to chemicals gives you resistance to Poison damage. In addition, you can use your alchemist supplies and an action to coat a weapon in poison or acid, allowing it to deal an extra 1d6 damage. This affect remains until successfully used, up to an hour. The damage die increases to a 1d8 at 9th level and to 1d10 at 15th level.
Formula for Change
You gain the ability to cast Alter Self at will.
In addition, when you create a potion, the fumes can bolster you, allowing you to cast a spell as a bonus action after you quick brew a potion. Once you use this feature, you can't us it again until after a short rest.
Finally, the time it takes to safely brew a stable potion, as listed in the DMG under "Crafting Magic Items," is quartered for you, though the costs are not.
Control in the Chaos
You gain resistance to Acid damage.
When you roll on the side effects table, roll twice, and choose one or both options as side effects.
You also gain the ability to cast Polymorph once per long rest without using a spell slot.