Base Class: Artificer
I'm too lazy to actually write a description.
Experimental Elixir
You create an experimental elixir that unleashes a random effect which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or 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.
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.
The amount of potions you can craft are equal to your proficiency bonus.
Experimental Elixirs
1. Healing. The drinker regains a number of hit points equal to 2d6 + your Intelligence modifier.
2. Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
3. Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4. 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.
Stronger Elixirs
You can now use a potion or have others use a potion as a bonus action.
Experimental Elixirs
1. Healing. The drinker regains a number of hit points equal to 2d6 + your Intelligence modifier.
2. Swiftness. The drinker’s walking speed increases by 15 feet for 1 hour.
3. Resilience.<span;> The drinker gains a +2 bonus to AC for 10 minutes.
4. Boldness. The drinker can roll a d6 and add the number rolled to every attack roll and saving throw they make for the next minute.
5. Flight. The drinker gains a flying speed of 30 feet for 10 minutes.
6. Enhancing Drugs The drinker roll a d4 and add it to any skill check, the effects of which last for 15 minutes.
Medical Malpractice
You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.
The potions you create are even stronger and last even longer.
Experimental Elixirs
1. Healing. The drinker regains a number of hit points equal to 4d6 + your Intelligence modifier.
2. Swiftness. The drinker’s walking speed increases by 20 feet for 1 hour.
3. Resilience. The drinker gains a +3 bonus to AC for 10 minutes.
4. Boldness. The drinker can roll a d8 and add the number rolled to every attack roll and saving throw they make for the next minute.
5. Flight. The drinker gains a flying speed of 60 feet for 10 minutes.
6. Enhancing Drugs. The drinker roll a d6 and add it to any skill check, the effects of which last for 15 minutes.
7. Reverb. This potion works as if you had cast Armor of Agathys at level 3 (15 temp hp, 15damage on taking a hit lasts until temp hp is gone or 1 hour has passed.)
8. Boom Boom. This potion allows the drinker Thunder Step at 3rd level without components. This potion takes effect th e second the potion is consumed.
Chemical Malpractice
• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. In addition, you are able to make a potion with a similar effect of the blight spell. You throw a potion up to 30 feet away, where it hit in a 10 cube is under the effect of the blight spell. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
Experimental Elixirs
1. Healing. The drinker regains a number of hit points equal to 8d6 + your Intelligence modifier.
2. Swiftness. The drinker’s walking speed increases by 25 feet for 20 minutes.
3. Resilience. The drinker gains a +4 bonus to AC for 15 minutes.
4. Boldness. The drinker can roll a d8 and add the number rolled to every attack roll and saving throw they make for the next 3 minutes.
5. Flight. The drinker gains a flying speed of 60 feet for 10 minutes.
6. Enhancing Drugs. The drinker roll a d8 and add it to any skill check, the effects of which last for 20 minutes.
7. Reverb. This potion works as if you had cast Armor of Agathys at level 5 (25 temp hp, 25damage on taking a hit lasts until temp hp is gone or 1 hour has passed.)
8. Boom Boom. This potion allows the drinker Thunder Step at 5th level without components. This effect takes place the moment the potion is drunken.
9. Zoomies. This potion allows the drinker to act as if under the effects of the haste spell. It lasts for 5 minutes.
10. Grung Adaptation. This potion adds a layer of poisonous goo upon the drinker. As a bonus action you may apply a poison upon a piece of ammunition or a weapon. When applied the poison seals an extra 4d8 poison damage. In addition, when this potion is in effect, if a creature hits a melee attack upon you, you deal 5d8 poison damage. If the drinker is wearing heavy armor, it obscures the poison and the damage is reduced to 3d8. This effect lasts for 20 minutes.
Extra proficiencies
You gain proficiency with Alchemists Supplies.