Alchemist
An Alchemist artificer is an expert at creating mystical effects through the tonics and toxins they produce. Whilst others use their alchemy to create typical products for consumers, Alchemists use their skills to brew more potent and experimental elixirs and reagents. With their chemicals in hand, they use their potions to enhance their allies, and apply toxic acid that eats away at their foes.
Tool Proficiency
When you adopt this specialisation 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.
| Artificer Level | Alchemist Spells |
|---|---|
| 3rd Level | Detect Poison and Disease, Tasha's Caustic Brew |
| 5th Level | Lesser Restoration, Melf's Acid Arrow |
| 9th Level | Gaseous Form, Stinking Cloud |
| 13th Level | Blight, Vitriolic Sphere |
| 17th Level | Cloudkill, Contagion |
Alchemist Infusions
Starting at 3rd level, your specialisation grants you an expanded list of new infusion options to learn when you learn an artificer infusion. The following infusions are added to your Infusion Options but do not count against the number of infusions you know:
| Alchemist Infusions | Prerequisite & Required Item | Requires Attunement |
|---|---|---|
| Caustic Weapon | 3rd Level Alchemist, a simple or martial weapon | - - - |
| Fluid Reading Goggles | 3rd Level Alchemist, a pair of goggles | - - - |
| Gloves of Alchemy | 3rd Level Alchemist, a pair of gloves | Yes |
| Healing Flask | 7th Level Alchemist, an empty flask | - - - |
| Collective Concoction Helm | 15th Level Alchemist, a helmet | Yes |
Experimental Elixir
Beginning at 3rd level, whenever you finish a long rest, you can magically produce experimental elixirs in empty flasks you touch. Creating an experimental elixir requires you to have alchemist's 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. Each elixir requires its own flask. As an action, a creature can drink the elixir or administer it to a willing creature within 5ft.
When you create an experimental elixir, roll 1d6 on the Experimental Elixir table for the elixir’s effect. When you reach certain levels in this class, you gain the capabilities to make different elixir effects, rolling 1d8 at 7th level, 1d10 at 11th level, and 1d12 at 15th level.
When you complete a long rest, you create a number of experimental elixirs equal to your Intelligence modifier (minimum of 1). You choose the effect of one of these elixirs as long as you meet the level requirement, and the rest of the elixirs made are determined by separately rolling on the Experimental Elixir table for each elixir.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest. You can make one additional elixir at 7th level, one additional elixir at 11th level, and one additional elixir at 15th level. When you reach 11th level in this class, you can also choose the effect of an additional elixir.
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 the elixir's effect from the Experimental Elixir table.
| Number Rolled | Experimental Elixir Effect |
|---|---|
| 1 | Healing: The drinker regains a number of hit points equal to 3d4 + your Intelligence modifier. |
| 2 | Endurance: The drinker gains a number of temporary hit points equal to 2d8 + your intelligence modifier for 1 hour. |
| 3 | Swiftness: The drinker's walking speed increases by 20 feet for 1 hour. |
| 4 | Growth: The drinker’s body grows as if it were affected by the “enlarge” effect of the Enlarge/Reduce spell, the effects of which last for 10 minutes. |
| 5 | Boldness: The drinker can roll a d4 and add the number rolled to any ability check, attack roll, and saving throw they make within the next hour that uses its Strength, Dexterity, or Constitution. |
| 6 | Courage: The drinker can roll a d4 and add the number rolled to any ability check, attack roll, and saving throw they make within the next hour that uses its Intelligence, Wisdom, or Charisma. |
| 7 | Resistance: (Requires 7th level) The drinker gains resistance to one of the following damage types for 1 hour: acid, cold, fire, poison, lightning, radiant, necrotic, or thunder. The damage type is chosen when the elixir is created. |
| 8 | Invisibility: (Requires 7th level) The drinker becomes invisible for 1 hour. Anything they wear or carry becomes invisible. The effect ends early if the drinker attacks or casts a spell. |
| 9 | Flight: (Requires 11th level) The drinker gains a flying speed of 30 feet for 10 minutes and can hover. |
| 10 | Strength: (Requires 11th level) The drinker’s Strength score becomes 21 for the next hour. |
| 11 | Truesight: (Requires 15th level) The drinker gains 60ft of truesight for 10 minutes. |
| 12 | Adrenaline Rush: (Requires 15th level) The drinker gains an additional action on their turn for the next minute, which can be used for the following actions: Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. |
Toxiferous Reagents
At 7th level, you develop a formula to create throwable flasks full of corrosive chemicals. When you complete a long rest, you create a number of reagents equal to your proficiency bonus. You can choose between creating a specific number of poison or acid reagents. When you take the Attack action, you can replace one attack to throw one of these reagents at a creature or object, making a ranged attack against the target, or you can throw one of these reagents at an unoccupied space within range. You can use your Strength or Dexterity modifier for the ranged attack, you are considered proficient with throwing these reagents, and they have a range of 20/60. You do not need to make a ranged attack if you throw the reagent in an unoccupied space.
On hit, the target takes acid or poison damage equal to 2d4 + your Intelligence modifier, and is doused in the corrosive chemicals. While doused in the chemicals, the target takes acid or poison damage equal to 1d4 + your Intelligence modifier at the start of each of its turns for the next minute unless it spends an action to remove the chemicals.
If you target an unoccupied space, you do not need to make a ranged attack, and the reagent creates a puddle of chemicals that is a 5ft radius circle and lasts for 1 minute. Any creature that enters the puddle for the first time on their turn or starts its turn in it takes poison or acid damage equal to 1d4 + your Intelligence modifier. If you target a creature or object and miss, the reagent creates a puddle on the target’s space.
When you create reagents, the cost of materials necessary to create these flasks is negligible, and after completing a long rest, any unused reagents become dull and lose their potency. When you throw a reagent, the flask breaks upon the container, whether it hits or misses its target.
You can create additional toxiferous reagents by expending a spell slot of 1st level or higher as an action. When you do so, you are able to create a number of reagents equal to the spell slot level.
Alchemical Savant
Starting at 11th 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 immune to the poisoned condition.
- When you cast a spell that is 1st level or higher, the first time the spell damages a creature, you regain hit points equal to double the level of the spell slot used.
You can cast Lesser Restoration without expending a spell slot provided you use alchemist's supplies as the spellcasting focus. You can do so three times, and you regain all expended uses when you finish a long rest.
Chemical Mastery
By 15th level, you develop a masterful command of magical chemicals to create powerful concoctions. When you complete a long rest and choose the effects of two of the elixirs, you can add an additional effect for each elixir, determined by rolling on the Experimental Elixir table. If you roll the effect already chosen for that elixir, reroll the die until you get a new effect.
Additionally, you can cast Greater Restoration once without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast this spell with this feature, you can't cast that spell with it again until you finish a long rest.

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