The Alchemist Revised

by Tatarius

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Artificer: The Alchemist Revised

Original Source: Tasha's Cauldron of Everything/Eberron: Rising from the Last War

Expanded Spell List

The Alchemist lets you choose from an expanded list of spells when you learn a Artificer spell. The following spells are added to the Artificer spell list for you.

The Alchemist Expanded Spells
Spell Level Spells
1st Healing Word, Tasha's Caustic Brew
2nd Dragon's Breath, Invisibility
3rd Leomund's Tiny Hut, Mass Healing Word
4th Polymorph, Death Ward
5th Contagion, Raise Dead

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when you decide to make the Experimental 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 options 1-4 on the elixir's effect from the Experimental Elixir table. Choosing options 5 or 6 requires a 2nd level spell slot or higher to choose those effects. You may only create 1 additional Experimental Elixir with spell slots per short rest and never more than 3 additional per long rest.

Creating an experimental elixir requires you to have alchemist 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.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 7th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. You may never have more Experimental Elixirs Active than your proficiency bonus, regardless of how you procure them. All level references below are referring to your Artificer levels.

  1. Healing: The drinker regains a number of hit points equal to 2d4 + Intelligence Modifier. At 7th level, the drinker regains a number of hit points equal to 3d4 + Intelligence Modifier. At 15th level, the drinker regains a number of hit points equal to 4d4+ Intelligence Modifier.
  2. Swiftness: The drinker's walking speed increases by 10 feet for 10 minutes. At 7th level, it becomes 10 feet for 1 hour. At 18th level, it becomes 10 feet for 8 hours. You cannot gain the benefits of a Longstrider or Haste spells while under the effects of this potion. The potion drinker can use an action to end the effect of the potion if they so choose.
  3. Resilience: The drinker gains a +1 bonus to AC for 10 minutes. At 7th level, becomes +2 bonus to AC for 10 minutes. At 15th level, becomes +2 bonus to AC for 1 hour. The drinker cannot gain the benefits of a Shield of Faith or Haste spell while under the effects of this potion. The potion drinker can use an action to end the effect of the potion if they so choose.
  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. At 7th level, becomes for the next 10 minutes. At 15th level, becomes for the next hour. The drinker cannot gain the benefits of a Bless or Silvery Barbs (positive effect restriction only) spell while under the effects of this potion. The potion drinker can use an action to end the effect of the potion if they so choose.
  5. Flight: The drinker gains a flying speed of 10 feet for 10 minutes, with the hover feature. At 7th level, this becomes gains flying speed of 10 feet for 1 hour, with the hover feature. At 15th level, this becomes gain flying speed of 10 feet for 8 hours, with the hover feature. The drinker cannot gain the benefits of a Fly spell nor a Levitate spell while under the effects of this potion. The potion drinker can use an action to end the effect of the potion if they so choose.
  6. Transformation: The drinker's body is transformed as if by the Alter Self spell (No Concentration). The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. At 7th level, the first option also gives a climbing speed like a spider equal to your walking speed, the 2nd option allows for you to appear as a creature 1 size smaller or larger than you actually are and the 3rd option damage increases to 2d6 and gain proficiency in Strength and Dexterity Ability Checks while under the effects. At 15th level, you may choose to have all three options instead of choosing just 1. You can’t benefit from another Alter self spell while under this effect. If you have all 3 options active, you are immune to the Polymorph spell while this potion is in effect. The potion drinker can use an action to end the effect of the potion if they so choose.

Alchemical Savant

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 using your alchemist's supplies as the spellcasting focus, 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 Proficiency Bonus. You may use your Alchemist supplies as a spell focus, even if the spell does not require a material component.

Furthermore, you are proficient with improvised weapon, if they are from the Use an Item action. You may also use your Intelligence modifier instead of your Strength or Dexterity Modifier when Using an Item action to hit a target if you made the item yourself. If an item has a Saving Throw DC to resist or ignore an effect, you can use your Artificer Spell save DC or the Item’s, whichever is higher, if you made the item yourself.

Restorative Reagents

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 2d6 + 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 proficiency bonus 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 resistance to acid, 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.
  • Furthermore, your Spell-Storing Item Artificer feature can be combined with your Experimental Elixir feature to create a 1 time use potion containing a 1st or 2nd level spell. No concentration is required for the duration, however a person can only benefit from one of these special Chemical Mastery Potions at a time.
    • You still need an empty flask and alchemist supplies to store the 1st or 2nd level spell. You are limited to the number of these spell potions as is dictated by your Experimental Elixir feature. DM has final say whether or not a spell makes sense to be in a potion. Spells with range includes a target for the effect or of self are usual candidate for these potions
 

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