Alchemist
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
| Level | Spells |
|---|---|
| 3 | Healing Word, Ray of Sickness |
| 5 | Flaming Sphere, Melf's Acid Arrow |
| 9 | Gaseous Form, Mass Healing Word |
| 13 | Death Ward, Vitriolic Sphere |
| 17 | Cloudkill, Raise Dead |
| 1D12 | Experimental Elixir |
|---|---|
| 1 | The drinker regains a number of hit points equal to 2D8 + your INT Modifier (Minimum 1) |
| 2 | The drinker's walking speed increases by 10 ft for 1 hour. |
| 3 | The drinker gains a +1 bonus to AC for 10 minutes. |
| 4 | The drinker can roll a D4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
| 5 | The drinker gains a Flying speed of 10 ft for 10 minutes. |
| 6 | The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
| 7 | The drinker’s feet become slick for 10 minutes and they fall Prone when they drink the Elixir and must make a DC 16 DEX check to remain upright and must repeat the save every 5 ft of movement they use. |
| 8 | The drinker’s feet become sticky for 10 minutes and they must make a DC 16 STR check every 5 ft of movement they use. |
| 9 | The drinker must make a DC 14 CON saving throw and on a success they become invigorated for one minute as if the spell Haste was cast on them. On a failure they become sluggish for one miniature as if the spell Slow was cast on them. The administrator of this elixir can expend one level one or higher spell slot (No action required) to imbue the Elixir with power giving the drinker advantage or disadvantage on the CON saving throw. |
| 10 | The drinker grows for 10 minutes as if the spell Enlarge was cast on them. |
| 11 | The drinker shrinks for 10 minutes as if the spell Shrink was cast on them. |
| 12 | You determine the elixir’s effect by choosing one of the other rows on this table. |
| 1 | The drinker regains a number of hit points equal to 3D8 + your INT Modifier (Minimum 1) |
|---|---|
| 2 | The drinker's walking speed increases by 15 ft for 1 hour. |
| 3 | The drinker gains a +1 bonus to AC for 1 hour. |
| 4 | The drinker can roll a D4 and add the number rolled to every attack roll and saving throw they make for the next 10 minutes. |
| 5 | The drinker gains a Flying speed of 20 ft for 10 minutes. |
| 1 | The drinker regains a number of hit points equal to 4D8 + your INT Modifier (Minimum 1) |
|---|---|
| 2 | The drinker's walking speed increases by 20 ft for 1 hour. |
| 3 | The drinker gains a +1 bonus to AC for 8 hours. |
| 4 | The drinker can roll a D4 and add the number rolled to every attack roll and saving throw they make for the next 1 hour. |
| 5 | The drinker gains a Flying speed of 30 ft for 10 minutes. |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Tool Proficiency
Your studies in chemistry are vast as well as your knowledge of arcane arts. You gain proficiency with Alchemist's Supplies and the Herbalism Kit. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice or two others if you have both.
When you brew a potion the time it takes to brew it is halved.
Experimental Elixir
Whenever you finish a long rest, you can magically produce an Experimental Elixir by touching one empty flask or vial. Roll on the Experimental Elixir table for the Elixir's effect, which is triggered when someone drinks the Elixir. As an action, a creature can drink the Elixir or administer it to an Incapacitated or Grappled 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 or vial you touch, and you choose the Elixir's effect from the Experimental Elixir table.
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 where it vanishes, leaving a clean container.
Experimental Elixir Table
Alchemical Savant
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 INT modifier (Minimum 1).
Increased Production
You work quickly and efficiently with greater proficiency with your alchemy. You can create two Experimental Elixirs at the end of a long rest.
Restorative and Harmful Reagents
You can cast Lesser Restoration or Ray of Enfeeblement 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 INT modifier (Minimum 1), and you regain all expended uses when you finish a long rest.
Enhanced Elixirs
Some of your Elixirs have been refined and have greater effects through trial and access to advanced technique. The following elixirs have been changed in the following ways
Increased Production
You work with great dexterity as you showcase your growing mastery of alchemy. You can create three Experimental Elixirs at the end of a long rest.
Perfected Elixirs
Some of your Elixirs have been perfected and have superior effects through vast experience and your own signature techniques. The following elixirs have been changed in the following ways
Chemical Mastery
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.
You can cast Greater Restoration, Heal, Contagion, or Harm 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 a spell with this feature, you can't cast that spell with it again until you finish a long rest.