Alchemist, Revised

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 Spells

Artificer Level Spell 3rd healing word, ray of sickness 5th flaming sphere, Melf's acid arrow 9th gaseous form, mass healing word 13th blight, death ward 17th cloudkill, raise dead

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce two elixirs in empty flasks you touch. You may select the effect of each elixir from the options below. The effect of an elixir is triggered when someone drinks or throws the elixir. As a bonus action, a creature can drink the elixir, administer it to an incapacitated creature, or throw it at a creature or object within 30 feet. 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. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: three at 6th level and four at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask. 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 bonus action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table. When you do so, you may drink, administer, or throw the elixir as part of the bonus action that you used to create it.

Experimental Elixir Options

Healing Draught. A creature that drinks this elixir regains hit points equal to 2d8 + your Intelligence modifier.

A creature that drinks this elixir regains hit points equal to 2d8 + your Intelligence modifier. Alchemist's Acid. A creature may throw this elixir at a creature or object within 30 feet. If they do so, they may make a ranged spell attack using your spellcasting ability modifier and proficiency bonus. On a hit, the target takes acid damage equal to 2d8 + your Intelligence modifier. This damage is doubled against objects.

A creature may throw this elixir at a creature or object within 30 feet. If they do so, they may make a ranged spell attack using your spellcasting ability modifier and proficiency bonus. On a hit, the target takes acid damage equal to 2d8 + your Intelligence modifier. This damage is doubled against objects. Swiftness Draught. A creature that drinks this elixir increases their movement speed by 10 feet for the next hour.

A creature that drinks this elixir increases their movement speed by 10 feet for the next hour. Tanglefoot Bag A creature may throw this elixir at a point they can see within 30 feet. The ground within a 5-foot radius of that point becomes difficult terrain for 10 minutes, and any creature that enters the area or starts its turn there has its speed halved until the start of its next turn.

A creature may throw this elixir at a point they can see within 30 feet. The ground within a 5-foot radius of that point becomes difficult terrain for 10 minutes, and any creature that enters the area or starts its turn there has its speed halved until the start of its next turn. Shapechanger Brew. 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.

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. Ironskin Tonic. The drinker gains a +2 bonus to AC for 10 minutes.

The drinker gains a +2 bonus to AC for 10 minutes. Gas Grenade. A creature may throw this elixir at a point they can see within 30 feet. The area in a 10-foot radius of the elixir is filled with thick smoke that obscures vision (including darkvision) and makes breathing hazardous. Any creatures that start their turn in the smoke must make a Constitution saving throw against your spell save DC or take 1d4 poison damage. The smoke persists for 1 minute or until it is dispersed by a strong wind.

Alchemical Savant

At 5th level, you develop 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 each round. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). This feature applies to any potions that you create (but not your Experimental Elixirs).

Improved Reagents

Starting at 9th level, you perfect the reagents into the reagents that you use to create your Experimental Elixirs:

The damage and healing of your Alchemist's Acid and Healing Draught increases by 1d8, and the damage of your Gas Grenade increases by 1d4. In addition, the speed bonus from your Swift Step Draught increases by 5 feet.

In addition, 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 Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.