Alchemist
Alchemists are experts at combining exotic reagents to create a variety of wondrous Elixirs. From healing droughts that can heal a wound instantly, to sticky serums that explode when in contact with air, with the right reagent and a little bit of luck, Alchemists give life to their allies and leech it from their foes.
Tools of the Trade
At 3rd level, you gain proficiency with alchemist's supplies. If you are already proficient with alchemist's supplies, you instead gain proficiency with another set of artisan's tools of your choice.
Alchemist Spells
At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as Artificer spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.
1st Level: Healing Word, Inflict Wounds
2nd Level: Acid Arrow, Flaming Sphere
3rd Level: Gaseous Form, Mass Healing Word
4th Level: Blight, Death Ward
5th Level: Cloudkill, Reincarnate
Alchemist Elixirs
At 3rd level, you learn to craft potent elixirs with nothing but basic ingredients that you carry with you. You learn three Basic Elixirs from the elixirs section at the bottom of the page. You can swap your learned Basic Elixirs at the end of a short or long rest for a different Basic Elixir. You can make as many of these Basic Elixirs as you want on the fly with nothing but your alchemist's supplies.
You also know more advanced Elixirs that need to be prepared ahead of time. At the end of a short or long rest, you brew a number of Elixirs equal to your intelligence modifier, choosing Elixirs other than Basic Elixirs that you meet the level requirement for. Once you use one of the Elixirs that you have prepared, it is gone.
Empowered Alchemy
Starting at 5th level, whenever you deal damage, grant temporary hit points, or restore hit points with an elixir, you can add your intelligence modifier to the total.
Quick Brew
At 10th level, you have gained the ability to quickly make and throw out more complex Elixirs. Once per short or long rest, you can quickly brew up a more complex Elixir, and immediately use up to a Superior Elixir as a bonus action, regardless of whether or not you have that Elixir on you and it's normal action cost.
Master Alchemist
At 15th level, you have become a master amongst alchemists. You are immune to any effects or damage produced by your elixirs unless you want to be affected by it.
Additionally, you no longer need to pick which Elixirs you make at the end of a rest, you can quickly make the Elixirs on the fly, picking the Elixir to brew in the moment instead of needing to plan what to take with you. You can still only make a number of complex Elixirs equal to your intelligence modifier before you must take a short or long rest.
Elixirs
Basic Elixirs
Alchemical Fire
As an action you can produce an elixir that causes a searing flame when exposed to oxygen. At a point within 20 feet, you can a toss the elixir that will cause searing fire to flare up in a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your spell save DC, or take 1d8 fire damage. On a success, the creatures take half damage.
The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Alternatively you can also use your bonus action to prepare this elixir in a special bottle made for throwing, increasing the range you can throw it to 60 feet.
Alchemical Acid
You can produce an elixir of caustic acid. As an action, you can throw this elixir at a point within 20 feet, causing acid to splatter within a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your spell save DC, or take 2d4 acid damage. On a success, the creatures take half damage. Damage from this acid deals double damage against structures and objects.Â
The damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Alternatively you can also use your bonus action to prepare this elixir in a special bottle made to spread the elixir as far as possible upon breaking, increasing the radius in which the acid splatters to 10 feet.
Explosive Reaction
You can produce an elixir of trembling thunder. As an action, you can throw this elixir at a point within 20 feet, causing the elixir to burst open and explode. Creatures within 5 feet of the point you threw it at must make a Strength saving throw against you spell save DC, or take 1d10 thunder damage from the shockwave of the explosion, and if the creatures size is large or smaller, they are pushed 5 feet directly away from the point. On a success, the creatures take half damage and are not pushed back.
The distance the creatures are pushed back increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
Alternatively you can also use your bonus action to prepare this elixir in a special bottle made to be quickly tossed. You can throw this elixir as part of the bonus action you took to prepare it without using your action, however the elixir doesn't deal any damage, and the range it can be thrown is only 10 feet.
Fortifying Fumes
You formulate an elixir of powerful fortifying stimulus. Targeting a point within 20 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d4 temporary hit points. The temporary hit points fade at the start of your next turn.
The temporary hit points increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Alternatively you can also use your bonus action to prepare this elixir in a special bottle made for inhalation. Instead of throwing the elixir, you can have one creature within 5 feet of you inhale the concoction, rolling d6's instead of d4's to determine how many temporary hit points they receive. It still takes your action to throw the elixir.
Frostbloom Reaction
You develop an endothermic reaction that can deliver a devastating cold snap that creates an instant bloom of ice. Targeting a point within 20 feet of you as an action, you cause the area to erupt in frost. The area within 5 feet of the target point becomes difficult terrain until the end of your next turn, and any creature in the area must make a Dexterity saving throw versus your spell save DC, or suffer 1d6 cold damage and be knocked prone. On a success, the creature takes half damage and is not prone.
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Alternatively you can also use your bonus action to prepare this elixir in a special bottle made to preserve the internal temperature. The radius of the difficult terrain becomes 15 feet instead of 5 feet, although only creatures within 5 feet of the point are subjected to the damage and possibly being knocked prone. The difficult terrain also lasts for 1 minute instead of until the end of your next turn. It still takes your action to throw the elixir.
Poisonous Gas
As an action you can produce an elixir of noxious fumes. At a point within 20 feet, you can toss the elixir that will cause a whiff of poisonous gas to erupt spreading to a radius of 5 feet. Creatures in that area have to make a Constitution saving throw against your Spell Save DC, or take 1d4 poison damage and become poisoned until the end of their next turn.
The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Alternatively you can also use your bonus action to prepare this elixir in a special bottle made to spread the elixir as far as possible upon breaking, increasing the radius in which the poison spreads to 10 feet. It still takes your action to throw the elixir.
Elixirs
Weapon Coating
You learn how to coat a weapon or piece of ammunition with one of your basic elixirs. Choose one of your Basic Elixirs when you brew this potion. You can then use a bonus action on your turn to coat a melee weapon or piece of ammunition with that Basic Elixir. Until the start of your next turn, the next hit with that weapon or piece of ammunition will cause the effects of the basic elixir at the targets location. The creature automatically takes the damage if the attack hits, but makes a saving throw like normal against any additional effect. If the attack misses, the target takes none of the damage, but any additional effects take place as if the Basic Elixir had been thrown at their space.
Elixir of Swiftness
As a bonus action, you can administer this elixir to one creature within 5 feet of you that increases their speed by 10 feet for 1 minute.
Elixir of Healing
As a bonus action, you can administer this elixir to one creature within 5 feet of you. They regain a number of hit points equal to 2d4.
Elixir of Boldness
As a bonus action, you can administer this elixir to one creature within 5 feet of you. For the next minute, they can roll a d4 and add the number rolled to one attack roll or saving throw per turn for the next minute. This can be used before or after the creature has seen the roll.
Elixir of Resilience
As a bonus action, you can administer this elixir to one creature within 5 feet of you. For the next minute, the creature has a +1 to their AC.
Greater Elixirs
Requires 5th level
Elixir of Resistance
When you brew this Elixir, choose either: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder damage. A creature who uses their bonus action to drink this potion gains resistance to the chosen damage type for 1 minute.
Adrenaline Serum
You can create a potent serum. You can use your action to administer this Elixir to one creature within 5 feet of you. The creature who consumes this concoction has their Strength or Dexterity score temporarily increased by an amount equal to your Intelligence modifier, and they cannot be frightened, paralyzed, or stunned. This serum lasts for 3 rounds. Once it wears off, the creatures speed is reduced by half until the end of their next turn, and they cannot benefit from the serum again until they finish a short or long rest.
Dragon Draught
You create an elemental Elixir. You can use your action to administer this Elixir to one creature within 5 feet of you. The creature can then immediately belch a blast of devastating elemental energy. You select between Acid, Cold, Fire, or Lightning damage (your choice when you make the elixir) and the blast is either a 10 foot cone or a 15 foot line (your choice when you make the elixir). Creatures in the area of effect must make a Dexterity saving throw against your spell save DC or take 4d8 damage of the chosen type. On a success, the creature takes half damage instead.
The damage increases by 1d8 when you reach 11th level (5d8) and 17th level (6d8).
Superior Elixirs
Requires 9th level
Aroma Therapy
You create a concoction of incense and other pungent aromas. During a short rest, you can administer this elixir to one creature of your choice. They have an extra 2 hit dice to spend during this short rest. The creature also recovers from 1 level exhaustion, but once they do this, they cannot recover another level of exhaustion this way until they finish a long rest.
Healing Draught
You create an Elixir of soothing herbs and other remedies. As an action, you can administer this Elixir to one creature within 5 feet of you. If the creature is below half of their hit point maximum, they regenerate 1 hit point at the start of their turn if they have at least 1 hit point. This Elixir lasts for 1 minute.
Elixir of Flight
As a bonus action, you can administer this elixir to one creature within 5 feet of you that gives them a flying speed of 20 feet for 1 minute. This flying speed allows them to hover.
Supreme Elixirs
Requires 13th level
Mad Alchemy
You create an elixir that combines the effects of two different elixirs. You can only have one of these potions at a time.
Elixir of Life
You create a powerful Elixir that prevents death. As a bonus action, a creature can drink the Elixir, gaining the following benefits:
The first time the creature would drop to 0 hit points as a result of taking damage, the creature instead drops to a number of hit points equal to your Artificer level. The elixirs wears off after this happens.
If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated against the target, and they regain hit points equal to your Artificer level. The elixir wears off after this happens.
The effects of this elixir last until one of the benefits are triggered, or until the affected creature takes a long rest.