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Elixirist

The Elixirist is a specialized Artificer, differing from the Alchemist, focusing on the creation and mastery of life-altering and transformative elixirs. Elixirists possess a deep understanding of transformative properties and the art of concoctions. Through their expertise, they craft potent elixirs that bestow healing, temporary enhancements, and magical effects on themselves and allies. As skilled masters of elixir-crafting, Elixirists excel in supporting their party and reshaping the course of battle with their life-enhancing brews.
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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.  
Elixirist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elixirist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Elixirist Spells
Artificer Level Spells
3rd False Life, Purify Food and Drink
5th Dragon's Breath, Wither and Bloom
9th Life Transference, Water Breathing
15th Charm Monster, Polymorph
17th Raise Dead, Transmute Rock
 
Spell Storing Potion
Starting at 3rd level, you can spend a short rest and materials to create a number of elixirs equal to your Intelligence modifier (minimum of 1). When you craft an elixir using this feature, you can choose any cantrip and store it inside the elixir, activating the spell within by exposing the liquid to the air.
Transmutation Expertise
Starting at 5th level, during a long rest, you can craft a transformative elixir. When you do this, choose one of the following effects below:
  • Elixir of Fortune: When consumed, the target can roll two d20s for any ability check, attack roll, or saving throw and use the higher result. This effect lasts for 1 minute.
  • Elixir of Resilience: When consumed, the target gains a bonus to their AC equal to your Intelligence modifier (minimum of +1) for 1 minute.
  • Elixir of Precision: When consumed, the target gains a bonus to their weapon attack rolls equal to your Intelligence modifier (minimum of +1) for 1 minute.
  • Elixir of Potent Magic: When consumed, the target gains a bonus to their spell attack rolls and spell save DCs equal to your Intelligence modifier (minimum of +1) for 1 minute.
  • Tincture of Gaseous Transformation: When thrown, inanimate solids within 15ft of the targeted space become gaseous and the area within becomes enshrouded in a thick mist, obscuring vision in a way similar to the darkness spell for 5 rounds. Range 10/30ft.
  • Tincture of Frigid Embrace: When thrown, liquids not inside of living creatures or containers within 15ft of the targeted space become ice, and the ground becomes difficult terrain for 1 minute. Range 10/30ft.
     
Temporal Preservation
At 9th level, you acquire the ability to preserve and safeguard precious relics and objects of great significance. As an action, you can perform a ritual of preservation, choosing one non-magical object or structure within 30 feet of you. The chosen item becomes magically preserved and protected, maintaining its pristine condition and becoming immune to non-magical damage, decay, and chronomancy for 24 hours. If you use this ritual on the same object five times, the effect becomes permanent.
You cannot use this feature again until you complete a short or long rest.  
Philosopher's Ascendance
At 15th level, you learn to craft a Philosopher's Stone. This red, semi-liquid orb circles your head like an Ioun Stone, and can be used for any one of the following effects:
  • Gain one additional spell slot of every level you have access to, even if this puts you over your normal limit
  • Instantly recharge yourself and up to four other creatures, recovering all missing hit points, curing diseases and poisons, and dispelling curses and negative magical effects equal to 8th level spell slots and below
  • Regenerate all missing body parts of two creatures of medium size, adding an additional creature for each category below and subtracting for each category above
  • Cast True Resurrection without expending a spell slot or material components
If the stone is used more than once in a 24 hour period, there is a 50% chance that it is destroyed, requiring a long rest and the sacrifice of ten living humanoids of medium or larger size to replace.
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Created by

Ticklesthegamemaster.

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