Alchemist Artificer Subclass

By the time you adopt this speciality at 3rd level you are deeply familiar with employing its tools.

Proficiencies You gain proficiency with your choice of two of the following: Alchemists supplies, Herbalism kit, Poisoners kit, or the Nature skill. If you chose either Alchemy Supplies, Herbalism Kit, or Poisoners Kit you get one for free as a result of your tinkering.

Crafting If you craft a potion or poison it now takes you half as much time and uses half as much material to craft than it would normally.

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

Alchemist level Spell 3rd Purify food and drink, Elixir 5th Melfs Acid Arrow, Web 9th Create food and water, stinking cloud 13th Blight, Deathward 17th Cloudkill, raise dead

What is this?

As a result of your tinkering and experimentation with potions you have a few... failures. Which you didnt bother to label. When you reach 3rd level as abonus action twice per long rest you can reach into your bag and pull out one of these failures and throw it. It counts as an improvised throwing weapon and has a range of 10/30. After being thrown roll 1d8 on the table below for a random effect (do this whether it hits or not. Your GM will determine the results on a miss if it is not specified.)

Random potion effect

d8 Effect on hit Effect on miss 1 The target regains 1d4+1 HP (GM determines effect) 2 The target takes 1d4 Acid damage (GM determines effect) 3 The target is shunted to the ethereal plane until the end of their next turn Any object the potion hits is shunted to the ethereal plane instead 4 The Target glows a bright neon color. They are considered to be under the effects of Faerie fire requiring no concentration and cannot be ended for 1 minute or until washed off The ground around the target illuminates in a 5ft square as though the light spell was cast on it 5 The target takes 1 point of piercing damage as the vial smashes No effect 6 A foul stench eminates from where the potion hit. The target and everyone within 5ft is considered poisoned (unless they cannot smell) for the next minute. (GM determines effect) 7 The target smells of a delicious feast for the next minute The area the vial hit smells of a delicious feast for the next minute 8 The target Begins to bleed profusely. For the next minute the target takes 1d6 points of damage at the start of their turn until a successful DC10 Medicine check is made on them as an action. (GM Determines effect)

Potion experience

As a result of handling potions so much you gain an innate knowlege of potions and poisons. At 6th level you are able to use a potion or apply a poison as a bonus action.