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, find familiar (homunculus)
5th binding ice, prayer of healing
9th gaseous form, lightning bolt
13th blight, death ward
17th cloudkill, raise dead

Experimental Elixir

Beginning at 3rd level, you learn to capture magic in a bottle. You create a number of alchemical elixirs equal 1 + your proficiency bonus whenever you finish a long rest, choosing the effect of the elixirs when you create them, provided you have alchemist's supplies. You can change the effect of any one of your elixirs when you finish a short rest. The effects of an elixir are triggered when someone drinks the elixir which can be done as a bonus action, alternatively a creature can use a bonus action to administer the elixir to someone else.
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.

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.
Flight (6th level) The drinker gains a flying speed equal to their walking speed for 10 minutes.
Incorporeality (9th level) The drinker gains a flying speed equal to half their walking speed and can move through other creatures and objects as if they were difficult terrain. The drinker takes 1d10 force damage if they end their turn inside an object.
Growth (12th level) The drinker's body grows as they become Huge, if they lack the room to become Huge they grow as much as they can. The drinker's attacks deal an extra d12 damage. In addition, their weapon's reach increases by 5 feet and their walking speed increases by 10 feet. These effects last for 1 minute
Haste (15th level) The drinker's body gains incredible speed as if by the Haste spell (requiring no concentration), the effects of which last for 1 minute.

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 an action, making a ranged spell attack against a creature or object you can see within 60 feet of you. On a hit, you deal 1d6 + your Intelligence Modifier damage, the number rolled on the damage die determines the mixture's damage type and effect, as shown below.
The damage increases as you gain levels in this class, becoming 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level.

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

Alchemical Savant

Also at 5th level, you've developed a masterful command of magical chemicals. When you use alchemist's supplies to cast a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to your Intelligence modifier. In addition, you can now expend a spell slot of 1st level or higher to create an Experimental Elixir.

Innovative Agents

Starting at 9th level, you can incorporate more advanced formulas into some of your works:

  • Whenever a creature drinks one of your elixirs, they gain temporary hit points equal to 1d4 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast either Lesser Restoration or Inflict Wounds 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.
  • You can now use your Deadly Mixture attack as a bonus action.

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, poison damage, and 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.


Changelog
  • Fixed grammatical errors.
  • Replaced ray of sickness in the class spells with find familiar (homunculus).
  • Changed Experimental Elixir's Growth effect.
  • Replaced mass healing word in the class spells with lightning bolt.
  • Changed Deadly Mixture so that the damage type of the mixture is also random.
Credits
  • Images - Wizards of the Coast

 

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