Artificer: Alchemist (revised)

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Artificer: Alchemist (Revised)

Alchemy, the most ancient type of artifice, is always helpful to an adventurer. Alchemy, at it's core, is a search for truth, the true nature of the materials presented by the gods. An Alchemist is an expert at combining reagents to produce mystical effects, using their creations to give life and to leech it away. Some may be healers, pursuing their art to help the sick, others may have more selfish goals, aiming to purify and preserve their own mind and flesh at any cost. Regardless of their reasons, all alchemists seek one thing: Perfection. They distill their very essence like the most potent of concoctions, until they find the single, immutable truth.

Tool Proficiency

When you adopt this specialization 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.

Alchemist Spells

Starting at 3rd level, 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 Spell List

Artificer Level Spell
1st healing word, ray of sickness
5th binding ice, prayer of healing
9th gaseous form, mass healing word
13th blight, deathward
17th cloudkill, raise dead

Experimental Elixir

Beginning at 3rd level, you learn to capture magic in a bottle. You gain a number of alchemical reagents equal 1 + to your artificer level, regaining all of them when you finish a long rest. you As an action, you can use your alchemist's supplies to produce any amount of Elixirs in empty flasks you touch, expending an alchemical reagent for each one. At creation, you choose the Elixir's effect from the table below. The effect of an Elixir is triggered when someone drinks the Elixir. As a bonus action, a creature can drink the Elixir or administer it to a creature within 5 feet.
Any Elixir you create through this feature lasts until it is consumed, or until the end of your next long rest.
You unlock more elixir types as you gain levels in this class.

Deadly Mixture

Also at 3rd level, you learn to mix dangerous chemicals on the fly. While you are carrying alchemists supplies, you can fling volatile concoctions as a bonus action, making a melee spell attack against a creature or object you can see within 60 feet of you. On a hit, you deal acid, cold, fire, necrotic or poison damage (your choice) equal to 1d6 + your Intelligence Modifier and apply one of the effects below based on the number on the die.

Damage Roll Effect
1 The target takes additional damage equal to your Intelligence modifier (minimum of 1) at the end of it's next turn.
2 The target cannot take reactions until the end of it's next turn.
3 The target is moved 5 feet in a direction of your choice.
4 The targets speed is reduced by 10 feet until the end of it's next turn.
5 A creature of your choice within 30 feet of you can add 1d4 to it's next saving throw.
6 The target must subtract 1d4 from its next saving throw.
7 A creature of your choice within 30 feet of you gains 2d4 temporary hitpoints.
8 The target has disadvantage on its next attack roll.
9 All attacks made against the target have advantage until the end of your next turn.
10 The target can use its movement or its action, but not both.
11 The target is restrained until the end of your next turn.
12 The target is paralyzed until the end of your next turn.

The extra damage increases as you gain levels in this class, becoming 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level .

Alchemical Savant

Also at 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell that restores hit points or involves a damage roll that deals acid, cold, fire, necrotic, or poison damage, you gain a bonus to one roll of the spell. This bonus equals your Intelligence modifier (minimum of +1).

Restorative Agents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 1d4 + your Intelligence modifier (minimum of 1 temporary hit point).
  • 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 your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

By 15th level, 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 immunity to acid damage and poison damage, and you are now immune to the poisoned condition.

  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell ,and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

  • For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Experimental Elixir Effect

Healing - The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier.
Swiftness - The drinker's walking speed increases by your proficiency bonus x 5 feet for 1 hour.
Resilience - The drinker gains a bonus to AC equal to half your proficiency bonus (rounded down) 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 (requiring no concentration). The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
Pliability (9th level) - The drinker's body and equipment become oozlike and fluid. The drinker can move through any space at least 1 inch in diameter for 10 minutes.
Flight (9th level) - The drinker gains a flying speed of your proficiency bonus x 5 feet for 10 minutes.
Growth (9th level) - The drinker's body is transformed as if by the enlarge/reduce spell (requiring no concentration). The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
Changelog
  • Overhauled experimental elixir feature, giving it its own resource to allow for more spell casting, and let the alchemist scale better and actually use it's main gimmick. Also added 2 new elixir options.
  • Added cold damage to Alchemical savant, also removed the focus restriction.
  • Deadly Mixture restored and made funner.
  • Changed the 15th level feature to grant immunity instead of resistance, Added a little flavorful age slowing feature
Credits
  • Images - Wizards of the Coast
 

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