Alchemist

Artificer: Artificer Subclass
Source: Eberron: Forge of the Artificer

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Alchemist
4th+2
5th+3Alchemical Savant
6th+3
7th+3
8th+3
9th+4Restorative Reagents
10th+4
11th+4
12th+4
13th+5
14th+5
15th+5Chemical Mastery
16th+5
17th+6
18th+6
19th+6
20th+6

Class Features

Alchemist (Level 3)

Craft Magic Elixirs and Potions

An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.

Tools of the Trade (Level 3)

You gain the following benefits.

Tool Proficiency

You gain proficiency with Alchemist’s Supplies and the Herbalism Kit. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).

Potion Crafting

When you brew a potion using the crafting rules in the ā€œDungeon Master’s Guideā€, the amount of time required to craft it is halved.

Alchemist Spells (Level 3)

When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.

Alchemist Spells

Artificer LevelSpells
3Healing Word, Ray of Sickness
5Flaming Sphere, Melf’s Acid Arrow
9Gaseous Form, Mass Healing Word
13Death Ward, Vitriolic Sphere
17Cloudkill, Raise Dead
^alchemist-spells

Experimental Elixir (Level 3)

Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish.

Drinking an Elixir

As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself.

Creating Additional Elixirs

As a Magic action while holding Alchemist’s Supplies, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.

When you reach certain Artificer levels, you can make an additional elixir at the end of each Long Rest: a total of three at level 5, four at level 9, and five at level 15.

Experimental Elixir

dice: [](artificer-alchemist-efa.md#^experimental-elixir)

dice: 1d6Effect
1Healing. The drinker regains a number of Hit Points equal to dice:2d8|noform|noparens|avg (2d8) plus your Intelligence modifier. The number of Hit Points restored increases by dice:1d8|noform|noparens|avg (1d8) when you reach Artificer levels dice:3d8|noform|noparens|avg|text(9) (3d8) and dice:4d8|noform|noparens|avg|text(15) (4d8).
2Swiftness. The drinker’s Speed increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet).
3Resilience. The drinker gains a +1 bonus to AC for 10 minutes. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours).
4Boldness. The drinker can roll dice:1d4|noform|noparens|avg (1d4) and add the number rolled to every attack roll and saving throw they make for the next minute. The duration increases when you reach Artificer levels 9 (10 minutes) and 15 (1 hour).
5Flight. The drinker gains a Fly Speed of 10 feet for 10 minutes. The Fly Speed increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet).
6You determine the elixir’s effect by choosing one of the other rows in this table.
^experimental-elixir

Alchemical Savant (Level 5)

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, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1).

Restorative Reagents (Level 9)

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 (Level 15)

You gain the following benefits.

Alchemical Eruption

When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal dice:2d8|noform|noparens|avg (2d8) Force damage to that target. You can use this benefit only once on each of your turns.

Chemical Resistance

You gain Resistance to Acid damage and Poison damage. You also gain Immunity to the Poisoned condition.

Conjured Cauldron

You can cast Tasha’s Bubbling Cauldron 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 use this feature, you can’t use it again until you finish a Long Rest.