Alchemist Revised v1.4

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Homebrew: Artificer Specialist

Alchemist Revised v1.4 Experimental Elixirs


By: AjaxBCD
Beginning at 3rd level, whenever you finish a long rest, you
can magically produce an experimental elixir in an empty
An alchemist is an expert at combining reagents to produce flask you touch. Roll on the Experimental Elixir table for the
mystical effects. Alchemists can use their creations to give elixir’s effect, which is triggered when someone drinks the
life and leech it away. Alchemy is the oldest of artificer elixir. As a bonus action, a creature can drink the elixir or use
traditions, and it's versatility has long been valued during an action to administer it to another creature.
times of war and peace. Creating an experimental elixir requires you to have
alchemist’s supplies on your person, and any elixir you create
Why this subclass? with this feature lasts until it is drunk or until the end of your
next long rest.
I am so inspired by the aspect of playing a potion
and bomb slinging alchemist, and while I do enjoy
When you reach certain levels in this class, you can make
what WotC has done with their rendition of the
more elixirs at the end of a long rest: two at 6th level and
Alchemist, its feels quite underpowered compared three at 15th level. Roll for each elixir’s effect separately. Each
to the other Artificer subclasses. elixir requires its own flask.
My aim with this revision is to highlight the In addition, you can use your action to create an elixir in an
Alchemist's abilities as a hybrid healer/support. empty flask you touch, choosing the elixir’s effect from the
Mainly adding changes to Experimental Elixirs Experimental Elixir table. You can use this feature a number
ability, as well as a few changes to the capstone of times equal to your proficiency bonus and regain all
and spells, allowing for more flexibility in playstyle. expended uses upon finishing a long rest.
Experimental Elixir Table
d6 Effect
Subclass Features 1 Healing. The drinker regains a number of hit points
Artificer equal to 2d4 + your Intelligence modifier.
Level Feature 2 Swiftness. The drinker’s walking speed increases by 10
3rd Tool Proficiency, Alchemist Spells, feet for 1 hour.
Experimental Elixir 3 Resilience. The drinker gains a +1 bonus to AC for 10
5th Alchemical Savant minutes.
9th Restorative Reagents 4 Boldness. The drinker can roll a d4 and add the number
rolled to every attack roll and saving throw they make
15th Improved Experimental Elixirs, Alchemical for the next minute.
Mastery
5 Buoyancy. The drinker gains a flying speed of 10 feet
for 10 minutes.
Tool Proficiency
6 Transformation. The drinker’s body is transformed as if
When you adopt this specialization at 3rd level, you gain by the alter self spell. The drinker determines the
proficiency with alchemist’s supplies. If you already have this transformation caused by the spell, the effects of
proficiency, you gain proficiency with one other type of which last for 10 minutes.
artisan’s tools of your choice.
Upon reaching 15th level, your skills in alchemy
Alchemist Spells have grown immensely, to a point where your
Starting at 3rd level, you always have certain spells prepared elixirs have increased in potency. When
after you reach particular levels in this class, as shown in the determining your elixirs, you may now refer
Alchemist Spells table. These spells count as artificer spells to the Improved Experimental Elixir table
for you, but they don’t count against the number of artificer below.
spells you prepare.
Alchemist Spells
Artificer Level Spell
3rd healing word, fog cloud
5th flaming sphere, melf's acid arrow
9th stinking cloud, mass healing word
13th blight, death ward
17th cloudkill, raise dead

Artificer Specialist: Alchemist Revised 1


Improved Experimental Elixir Table
d6 Effect
Feedback
1 Restoration. The drinker regains a number of hit points
equal to 4d4 + your Intelligence modifier. I would love to know your thoughts and any
improvements I can make! Feel free to contact me
2 Alacrity. The drinker’s walking speed increases by 10 on Reddit at u/Ajax_B or shoot me a message on
feet for 10 minutes. The drinker also gains advantage Discord at Ajax_BCD#8120
on Dexterity saving throws for the duration.
3 Fortitude. The drinker gains a +2 bonus to AC for 10
minutes.
4 Determination. The drinker can roll a d6 and add the
number rolled to every attack roll and saving throw
they make for the next minute.
5 Flight. The drinker gains a flying speed of 30 feet for
10 minutes.
6 Mutation. The drinker’s body is transformed as if by the
alter self spell. The drinker determines the
transformation caused by the spell and the effect lasts
for the spell's duration.

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. 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).
Restorative Reagents
Starting at 9th level, you can incorporate restorative reagents
into some of your works:
Whenever a creature drinks an experimental elixir you
created, the creature gains temporary hit points equal to
2d6 + your Intelligence modifier (minimum of 1
temporary hit point).
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.
Alchemical Mastery
By 15th 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.
Choose two of the following spells: greater restoration,
heal, tenser's transformation, contingency. These spells
cannot be changed once chosen. You may cast the two
chosen spells 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 either spell with this feature, you
can’t cast that spell with it again until you finish a long
rest.

2 Artificer Specialist: Alchemist Revised

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