THE CITY HAS LAYERS. SO DOES THE TRUTH.CAMPAIGN REFERENCE ↗

← ability references · Rules library

ability

Alchemist

An Artificer who creates elixirs, restores health, and works with alchemical damage.

Alchemists combine reagents into magical elixirs, healing, and destructive chemical effects. This is the legacy Artificer specialization.

Level 3: Tool Proficiency

You gain proficiency with Alchemist's Supplies. If you already have it, choose proficiency with another type of Artisan's Tools.

Level 3: Alchemist Spells

The following spells are always prepared once you reach the listed Artificer level. They count as Artificer spells and do not count against the number you prepare.

Artificer levelSpells
3Healing Word, Ray of Sickness
5Flaming Sphere, Melf's Acid Arrow
9Gaseous Form, Mass Healing Word
13Blight, Death Ward
17Cloudkill, Raise Dead

Level 3: Experimental Elixir

Whenever you finish a Long Rest, you can produce an experimental elixir in an empty flask you touch. You must have Alchemist's Supplies on your person. Roll on the table for its effect. As an action, a creature can drink it or administer it to an Incapacitated creature.

You can create additional elixirs by spending a spell slot of level 1 or higher for each one. Creating one this way takes an action, requires an empty flask, and lets you choose its effect instead of rolling.

An elixir lasts until drunk or until the end of your next Long Rest. At level 6, you can make two elixirs after a Long Rest; at level 15, three. Roll separately for each, and provide a flask for each.

d6Effect
1 — HealingRestore 2d4 + your Intelligence modifier Hit Points.
2 — SwiftnessIncrease the drinker's walking speed by 10 feet for 1 hour.
3 — ResilienceGive the drinker a +1 bonus to AC for 10 minutes.
4 — BoldnessFor 1 minute, the drinker can roll a d4 and add it to every attack roll and saving throw they make.
5 — FlightGive the drinker a flying speed of 10 feet for 10 minutes.
6 — TransformationTransform the drinker's body as with Alter Self for 10 minutes. The drinker chooses the transformation.

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, Necrotic, or Poison damage.

Level 9: Restorative Reagents

  • A creature that drinks one of your experimental elixirs also gains 2d6 + your Intelligence modifier Temporary Hit Points, with a minimum of 1.
  • 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

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

You can cast Greater Restoration and Heal without spell slots, preparing them, or Material components, using Alchemist's Supplies as the Spellcasting Focus. Once you cast either spell this way, you cannot cast that same spell with this feature again until you finish a Long Rest.

Source & compatibility

Source: Eberron Rising from the Last War · page 58–59 · Legacy 5e.

Eberron Rising from the Last War; locally supplied reference, original publisher rights retained.

Campaign adaptation: Legacy 5e reference. SRD 5.2.1 takes precedence for overlapping core rules and spells. Optional class replacements, subclass timing, and prerequisites require compatibility review; this entry does not grant extra benefits automatically.

Compatibility: Original option; manual use pending compatibility review.