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The Alchemist


Hit Points

Hit Dice: d8 per The Alchemist level
Hit Points at first Level: 8
Hit Points at Higher Levels: 8

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills:      

Overview & Creation


 


Class Features

Class Feature   Magical Tinkering   At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:   • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.   The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.           INFUSE ITEM At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.             INFUSE KNOWN   When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.             INFUSING AN ITEM   Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. Artificer Specialist         THE RIGHT TOOL FOR THE JOB   At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.               TOOL EXPERTISE   Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.             FLASH OF GENIUS   Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.           MAGIC ITEM ADEPT   When you reach 10th level, you achieve a profound understanding of how to use and make magic items: • You can attune to up to four magic items at once. • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.             SPELL STORING ITEM   At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it using your spellcasting ability modifier. If the spell requires concentration, that creature must concentrate.   The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.               MAGIC ITEM SAVANT   At 14th level, your skill with magic items deepens more: • You can attune to up to five magic items at once. • You ignore all class, race, spell and level requirements on attuning to or using a magic item.       MAGIC ITEM MASTER   Starting at 18th level, you can attune up to six magic items at once.     SOUL OF ARTIFICE   At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: • You gain a +1 bonus to all saving throws per magic item you are currently attuned to. • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
 


Spellcasting

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 Alchemist Spells 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    
 


Subclass Options

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 Alchemist Spells 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 an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.         Creating an experimental elixir requires you to have alchemist 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: two at 6th level and three 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, use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. Experimental Elixir d6 Effect 1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier 2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. 3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes. 4 Boldness. The drinker can roll a d4 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 10 feet for 10 minutes. 6 Transformation. 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. 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 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. Chemical 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 now immune to the poisoned condition. • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell ,and without providing the material component, 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.
 


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pie pi.

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