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### Alchemist (Variant) Representatives of the oldest artificer tradition, alchemists combine reagents to produce mystical effects, giving life and leeching it away in equal measure. As an alchemist, you can prepare your mixtures in advance, trading some versatility for additional power #### 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. | Level | Spells | |:---:|:-----------:| | 3rd | _healing word_, _ray of sickness_ | | 5th | _flaming sphere_, _melf's acid arrow_ | | 9th | _gaseous form_, _mass healing word_ | | 13th | _blight_, _death ward_ | | 17th | _cloudkill_, _raise dead_ | #### Alchemical Magic: Extract Essence Also at 3rd level, you learn to prepare a new way to utilize your spells. During a short or long rest, you can expend any number of spell slots, extracting their essence for later use. For each expended slot, choose an artificer spell of up to that level (you do not need to have it prepared). If the chosen spell requires material components with a listed cost, you must provide them while extracting its essence. The essence inherits any properties of the tools used in its creation. An alchemical essence is an unfinished but stable spell, requiring only a few finishing touches and the slightest infusion of magic to activate. You (and only you) can use the essence to cast its associated spell without expending a spell slot or other material components. An essence lasts until you use it, you discard it, or it leaves your possession for more than 12 hours. You can create and maintain up to a number and level of essences equal to your alchemist spell slots. For example, a 7th-level artificer can have up to seven essences, no more than three of which are *essences of flaming sphere* or another 2nd-level spell. #### Alchemical Magic: Craft Concoction By 5th level, you discover a new way to prepare spells for later use. When creating an essence, if the spell targets one or more creature or object and has a casting time of one action or bonus action, you can choose to turn the essence into a concoction - an elixir, salve, oil or other form that somebody less brilliant might be trusted to use safely after some basic instructions. Creatures of your choice can use a concoction to cast the associated spell on themselves or an item they are using (such as with an _oil of magic weapon_), using your spellcasting modifier. If the associated spell allows several options for its use, you must make the choice when creating the concoction. If the associated spell requires concentration, the creature which uses it must concentrate on the effect, and the concoction requires a spell slot of one level higher. #### 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 an artificer spell, or another creature uses one of your concoctions, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). #### Panacea Starting at 9th level, when you finish a long rest, you also create a number of _essences of lesser restoration_ equal to your Inteligence modifier (minimum of one). These do not count against your maximum essences, and last until your next long rest. #### Alchemical Magic: Craft Accelerant Starting at 9th level, when creating a concoction of a spell with a casting time of one action, you can create an accelerant instead, a special mixture sensitive to a command word or similar trigger. When a creature uses an accelerant, instead of the spell taking effect instantly, for the next hour the creature can gain the spell's effect as a bonus action. Alternately, you can create an accelerant of a spell with a casting time of one reaction, and the creature can cast it for the duration. An accelerant requires a spell slot of one level higher than its associated spell. #### 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 resistance to acid damage and poison damage, and you are now immune to the poisoned condition. * Your Panacea feature also creates one *essence of greater restoration* and one *essence of heal*. #### Alchemical Magic: Refine Reactant By 15th level, you have learned to make your creations even faster-acting. When creating an accelerant, you can create a reactant instead. Choose one of the following triggers: The creature takes damage; the creature falls below half its hit points maximum; the creature is affected by one or more conditions of your choice; the creature must take a saving throw of your choice; the creature makes an attack. When the chosen trigger happens, the effect activates (no action required). A reactant requires a spell slot of two levels higher.