Alchemist (5A)

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This is an Artificer Specialization for 5A.

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Greyhawk: Alchemy has a long and colorful history, but is generally seen as a support to wizardry rather than a full art in its own right. Recently alchemists have begun to challenge that assumption, taking on tasks and challenges on their own rather than just supplying others with components and potions.

Sources: Tasha's Cauldron of Everything/Eberron: Rising from the Last War

Subclass features

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 the Medicine skill or 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.

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

Experimental Elixir

Beginning at 3rd level, whenever you finish a long or short 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. Using an Experimental Elixir is the same type of action as using a potion. 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 or short rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. You know the effect of each Experimental Elixir as it is created. 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, you use your action to create the elixir in an empty flask you touch. You create a number of elixirs equal to the level of the spell slot used, and you choose the elixirs' effects from the Experimental Elixir table.

Experimental Elixir Table (d6)

  1. Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier plus your Proficency Bonus.
  2. Swiftness. The drinker's walking speed increases by 5 feet times your proficiency bonus for 1 hour.
  3. Resilience. The drinker gains a +1 bonus to AC for 10 minutes. at 15th level the AC bonus becomes +2.
  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. At 15th level the duration becomes 10 minutes.
  5. Flight. The drinker gains a flying speed of 5 feet times your proficiency bonus 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. At 15th level the effect improves as if you used a 5th level spell slot.

Alchemical Infusions

At 3rd level you learn to can create infusions of all potions, magical oils, ointments, and salves, creating two of these instead of one normal infusion. At level 3 you can create common items. At level 6 you can also create uncommon items. At level 10 you can also create rare items. At level 14 you can also create very rare items. If there is a variable effect other than damage or healing (such as a Potion of Resistance) you determine the result.

Alchemical Savant

At 3rd level, you've developed 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, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier plus your Proficency Bonus (minimum of +1). The bonus can apply to multiple targets but the aspect of the spell (damage type, healing) that gets the bonus is the same against all targets.

Alchemical Weapon Proficiency

At 3rd level you become proficient in substances used as weapons, such as acid, alchemist's fire, and holy water. At 5th level you can apply your Alchemical Savant bonus to the first damage inflicted by each substance used, but not to any continuing damage in later rounds.


At 5th level you have developed various alchemical reagents you can use to reduce the damage you take. As a reaction when you are hit by an attack, you can give yourself resistance to one type of damage that attack inflicts until the start of your next turn.

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 + your Proficency Bonus (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 or short 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 or short rest.

Editor's Notes

The alchemist is the poor cousin of the poor artificer, and needed significant upgrades.

  • Experimental Elixir are now created on a long or short rest and has level-dependent effects.
  • Alchemical Infusions is a new ability that allows the creation of many consumables as infusions.
  • Alchemical Weapon Proficiency is a new ability that adds your proficiency bonus to attacks with alchemical weapons. Fulminants offer a wide variety of such substances.
  • The Alchemical Savant bonus has been increased by adding your Proficiency Bonus.
  • The spells provided by Restorative Reagents and Chemical Mastery now recharge on a long or short rest.