Revised Artificer: Alchemist Specialization

by Kibble's Tasty

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Revised Artificer v1.4 Specialization

Artificer Specialization

Alchemist (Potionsmith?)

An alchemist is an artificer whose persued the secrets of alchemy. While many a village has an apothicary grinding odd herbs and roots into potent (or not so potent) concotions, the careful process of mixing and brewing is just one way to achieve results. Through the use of the intricate secrets of the craft and direct infusions using magical rituals, a real Alchmist can come up with explosive results in the blink of an... sometimes literally.

An alchemist can be a scholar who has delved much of the knowledge the world has to offer or an explorer that has unlocked the secrets of the wilderness. Their knowledge could come being friends of the fey, or unfettered access to the royal library. As such, alchemist can be good or evil, lawful or chaotic.

Alchemist's Proficiency

When you choose this specialization at 1st level, you gain proficiency with Alchemist’s supplies and Glassblower’s tools.

Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting takes you only half the time and cost it would normally take.

Alchemists and Potions

Immediately on making an alchemist, one may think of the magic potions that exist in most D&D settings, from the simple Healing Potion to the legendary Potion of Storm Giant Strength, however, someone does not need to be an Alchemist to make these, as crafting rules for them are open to all classes, and best outlined in Xanthaur's Guide to Everything.

An alchemist with their proficiecy will certainly have the edge in potion crafting, but these potions are not fundamental to the class.

Alchemical Reagent's Pouch

At 1st level, you've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that might require them. As long as you have this pouch on, you can do alchemy. This pouch is considered as alchemy supplies for the purposes of crafting.

If you loose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense.

Instant Reactions

At 1st level, you know how to get instant reactions to occur without the niceties of grinding, simmering and brewing required for more refined concoctions.

Moreover, you know enough ways to do these that with just a few standards supplies, you can get these results out of a wide range of things you can gather in almost any locale and a pinch from your reagent pouch.

You know the following instant reactions.

Alchemical Fire. As an action you can produce a reaction causing a searing flame. At point within 15 feet, you can toss quick combination of things that will cause searing fire to flare up in a 5 foot radius. Creatures in that area have to make a dexterity saving throw, or take 1d8 fire damage.

The damage damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Poisonous Gas. As an action you can produce a reaction causing noxious fumes. At point within 15 feet, you can toss quick combination of things that will cause a whiff of poisonus gas to erupt spreading to a radius of 5 feet. Creatures in that area have to make a constitution saving throw, or take 1d4 poison damage and become poisoned until the end of their next turn.

The damage damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Healing Draught. As a bonus action, you can produce combination that will provide potent magical healing. Immediately after creating the draught, you can use your action to consume it or give it a creature within 5 feet. An adjacent creature can use their reaction to drink it if given it. If an adjacent creature is incapacitated and unconscious, you can use your action to feed it to them. A creature who drinks this draught regains 1d8 health. A creature can benefit from a number of these healing draughts equal to their constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest.

The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Alchemical Infusions

At 3rd level, you have found a way to skip most of the brewing process for alchemically creating potent magically effects by directly infusing the potion with your own magic. When you take a short rest and have an empty vial on your person, you may choose one the following spells and can use a spell slot to cast it.

Spell Level Infusion Spells
1st cure wounds, entangle, grease
2nd barkskin, shatter, lesser restoration
3rd blink, water breathing
4th stoneskin, confusion
5th cloudkill, skill empowerment

When you cast the spell in this way, the spell does not take effect immediately, but is infused into the potion. If the spell grants an effect or restores health, the creature will gain the effect of the spell when the potion is consumed.

If the spell has an area of effect area, that area of effect take place when the vial is broken, with the effect centered on where the vial breaks. As an action, you or another creature can either consume the vial, or throw it up to 30 feet where it shatters on impact.

On Creativity and Catapults

While as per the feature, you can only throw the vial containing an Infused Potion 30 feet, the trigger merely specifies that the effect takes place where it breaks. If you can find another way to deliver the vial, such as the catapult spell on the artificer spell list, you can apply these methods as well.

If the spell has a persistent effect, it does not require concentration to maintain, but it's duration is shortened to a number of rounds equal to your proficiency plus your intelligence modifier. An infused potion loses its potency if it is not used by the end of your next long rest.

You can gain additional spells for your Alchemical Infusions through your Alchemist upgrades.

Empowered Alchemy

Starting at 5th level, when you deal damage or restore health with an instant reaction or alchemical infusion, you can add your intelligence modifier to the damage dealt or health restored.

Infusion Expertise

Starting at 14th level, when you create an Alchemical Infusion during a short rest, the first alchemical infusion you create does not require a spell slot to infuse, and you can select an alchemical infusion that you would otherwise not have a spell slot of high enough level for when making this infusion.

Alchemist Upgrades

Aroma Therapies.

You expand your alchemical knowledge to be able to produce incense and simmering reagents that grant effects to those that inhale their fumes. If creatures spend a long rest inhaling fumes from a concoction you devise with this feature, creatures regain all of their expended hit dice, instead of only recovering half, and cured of any non-magical diseases they are suffering from.

Adrenaline Serum. Prerequisite: 9th level Artificer.

You create a potent serum. As a bonus action on your turn, you can consume this serum, granting you the effects of Haste and Heroism for a number of rounds equal to your Intelligence modifier (minimum 1). These effects do not require concentration, but you still suffer the normal effects of the Haste spell ending when it ends. You can use this a number of times equal to your constitution modifier (minimum 1) before you must take a long rest to gain the effects from the serum again.

Another creature can take this dose, but they must pass a Constitution saving throw equal to your spell save to gain the effects, and become poisoned on a failed save.

 

Delivery Mechanism.

You modify the stability of your reagents and develop a better delivery mechanism. You can target a point within 30 feet for your instant reactions that target a point. The additional precision allows you to better target the effects, allowing creatures of your choice within the target area to automatically pass their dexterity saving throw against your effects.

Elixir of Life. Prerequisite: Philosopher's Stone.

You can brew a special potion using your Philosopher stone. Brewing this potion takes 8 hours and requires 1000 gold pieces of special ingredients. An Elixir of Life causes a creature that drinks it to cease aging, and be under the effects of death ward for one year, or until the death ward is triggered.

Explosive Reaction.

You formulate a new instant reaction, a devastating minor explosion. Targeting a point within 15 feet, you cause an explosion. Creatures within 10 feet of the target point must make a constitution saving throw, or take 1d10 thunder damage from the shockwave of the explosion.

The damage damage increases by 1d10 when you reach 5th level (4d10), 11th level (4d10), and 17th level (4d10).

Greater Adrenaline Shot. Prerequisite: Adrenaline Serum.

You upgrade your adrenaline shot to produce even more extreme and magical effects in the creature it effects. The adrenaline shot also adds the effect of Tensor's Transformation when you consume it. This effect only takes place if you are the one consuming the serum. You do not suffer the effects of Tensor's Transformation wearing off when the serum effect ends.

Inoculations.

You and up to five allies of your choice are inoculated against the poisonous effects you can produce that require a constitution saving throw (such as the poisonous gas instant reaction or the cloudkill infusion). Additionally, you gain resistance to poison damage.

Infusion Stone. Prerequisite: 9th level Artificer.

You use the secrets of Alchemy to create an Infusion Stone. You can use this stone in the process of infusing potions in place of a spell slot of equal or higher level than the highest level spell slot you can cast.

You can use this stone to replace a spell slot for an infusion once. It regains this charge after you complete a long rest.

Mana Potion.

During a short rest, you can create a mana potion. A mana potion loses its potency if it is not consumed within 1 minute. As an action, a creature can consume a mana potion to restore a spell slot of its choice, up to third level.

Philosopher Stone. Prerequisite: 15th level Artificer.

You create a Philosopher's Stone allowing you recreate wonders of alchemy. So long as you have a supply of non-gold metal, you can create up five pounds of gold a day (250 gold pieces worth).

Persistent Reactions. Your reactions that effect a target area persist in that area until the start of your next turn. Creatures entering the effect or ending their turn there have to repeat the saving throw against the effect. You can choose to make a reaction not persist at the time of taking the action to cause it.

Potent Reactions. You refine your reactions increasing the potency. The die you roll to determine the damage or healing effect of your reactions is increased by one. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.

Poisoner's Proficiency. You delve into the secrets of the darkest secrets of herblore, learning the potent secrets of poison. During a long rest, you can create one of the three following poisons.

  • Contact poison. You can apply this to a weapon or up to ten pieces of ammunition, lasting until the end of your next long rest. That weapon deals an additional 1d4 poison damage to targets it strikes.
  • Ingested poison. This a simple flavorless powder. If a creature consumes a full dose of this poison before the end of your next long rest, after one minute has passed they must make a Constitution saving throw with disadvantage against your spell save DC or take a number of d10 equal to your Artificer level in poison damage, and become poisoned until they complete a long rest.
  • Inhaled poison. This poison can be used to modify your poisonous gas reaction. Anytime before the end of your next long rest, you can use this dose of poison to make your poisonous gas instant reaction have a radius of 10 feet and deal twice as much damage on a failed save.

Secrets of Enhancement.

You learn the secrets of infusing powerful enhancements into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st heroism
2nd enlarge/reduce
3rd haste

Secrets of Fire.

You learn the secrets of infusing fire into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st faerie fire
2nd dragon's breath
3rd fireball

Secrets of Frost.

You learn the secrets of infusing fire into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st armor of agathys
2nd snilloc's snowball swarm
3rd ice storm

Weapon Coating.

You learn to how to coat a weapon or piece of ammunition with one of your instant reactions to take effect on hit. As a bonus action, you can apply your instant reaction to a crossbow bolt, an arrow, or a melee weapon. Until the end of your turn, the next hit that weapon or with a coated piece of ammunition will cause a target to suffer the effect of one of your instant reactions as if they failed the saving throw against being in its area of effect.

What is this?

This is a specialization (subclass) for the Revised Artificer by /u/KibblesTasty that can be found on GM Binder here

 

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