Alchemist
An Artificer who creates elixirs, restores health, and works with alchemical damage.
Alchemists create magical potions and elixirs to support companions, restore health, and wield chemical power.
Level 3: Tools of the Trade
Tool Proficiency. Gain proficiency with Alchemist's Supplies and the Herbalism Kit. For each proficiency you already have, choose another type of Artisan's Tools instead.
Potion Crafting. When you brew a potion using the crafting rules in the Dungeon Master's Guide, halve the required crafting time.
Level 3: Alchemist Spells
Once you reach the listed Artificer level, you always have these spells prepared.
| Artificer level | Spells |
|---|---|
| 3 | Healing Word, Ray of Sickness |
| 5 | Flaming Sphere, Melf's Acid Arrow |
| 9 | Gaseous Form, Mass Healing Word |
| 13 | Death Ward, Vitriolic Sphere |
| 17 | Cloudkill, Raise Dead |
Level 3: Experimental Elixir
Whenever you finish a Long Rest while holding Alchemist's Supplies, you can create two elixirs. Roll separately for each effect. Each appears in a vial that vanishes when its elixir is drunk or poured out. Any remaining elixir and vial vanish when you finish your next Long Rest.
Drinking an Elixir. As a Bonus Action, a creature can drink it or administer it to another creature within 5 feet.
Creating Additional Elixirs. As a Magic action while holding Alchemist's Supplies, spend one spell slot to create another elixir and choose its effect instead of rolling.
Your Long Rest allotment increases to three elixirs at level 5, four at level 9, and five at level 15.
| 1d6 | Effect | Scaling |
|---|---|---|
| 1 — Healing | Restore 2d8 + your Intelligence modifier Hit Points. | Restore 3d8 at level 9 and 4d8 at level 15, plus the same modifier. |
| 2 — Swiftness | Increase Speed by 10 feet for 1 hour. | The bonus becomes 15 feet at level 9 and 20 feet at level 15. |
| 3 — Resilience | Gain +1 AC for 10 minutes. | Duration becomes 1 hour at level 9 and 8 hours at level 15. |
| 4 — Boldness | Add 1d4 to every attack roll and saving throw for 1 minute. | Duration becomes 10 minutes at level 9 and 1 hour at level 15. |
| 5 — Flight | Gain a Fly Speed of 10 feet for 10 minutes. | Fly Speed becomes 20 feet at level 9 and 30 feet at level 15. |
| 6 — Choice | Choose one of the other five effects. | Use that effect's normal scaling. |
Level 5: Alchemical Savant
When you cast a spell using Alchemist's Supplies as the Spellcasting Focus, add your Intelligence modifier (minimum +1) to one roll of that spell. The roll must restore Hit Points or deal Acid, Fire, or Poison damage.
Level 9: Restorative Reagents
You can cast Lesser Restoration without a spell slot or preparing it, using Alchemist's Supplies as the Spellcasting Focus. You can do so a number of times equal to your Intelligence modifier (minimum once), regaining all uses after a Long Rest.
Level 15: Chemical Mastery
Alchemical Eruption. Once on each of your turns, when an Artificer spell you cast deals Acid, Fire, or Poison damage to a target, you can also deal 2d8 Force damage to that target.
Chemical Resistance. Gain Resistance to Acid and Poison damage, and Immunity to the Poisoned condition.
Conjured Cauldron. Cast Tasha's Bubbling Cauldron without a spell slot, preparing it, or Material components, using Alchemist's Supplies as the Spellcasting Focus. Once used, this benefit returns after a Long Rest.