Artificer/Alchemist

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artificer

Alchemist

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.

Homebrew: The "Alchemist Revised" subclass was made by Yurei1453 and published ondndbeyond. It includes a new feature, the Alchemist Orb that makes the alchemist more versatile and gives them the option to empower the Homunculus at the cost of other abilities. This homebrew needs more playtesting and may also need minor adjustments.

Artificer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown on the spell table below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

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Potion Tossing


A common way to reflavor alchemist spell effects is to describe the spells being stored within spherical elixirs that are tossed. When the elixir breaks, the magic stored within then results in the magical effects described in the spell. Some spells might not work through this reflavoring due to logistics, however, so do use it with caution!

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 Orb

At third level, you can create an Alchemist Orb, a magical catalyst that can be used to amplify certain alchemical reactions or create new ones altogether.

Creating a orb requires you to have your alchemist's supplies on your person, and can be done at the end of a long rest. You may only have one Alchemist Orb at a time; creating a new one causes the existing one to crumble away and disappear. Your Alchemist Orb can be used as a spellcasting focus for your artificer spells.

Your Alchemist Orb has three charges, and regains all expended charges when you complete a long rest. The number of charges increases to 5 at 9th level and 6 at 15th level.

There are three common ways to use your Alchemist Orb:

Spellcasting. You can cast a spell from your Alchemist Expanded Spell List by expending charges from the orb equivalent to the spell's level instead of expending a spell slot.

Arcane Enhancement. In addition, as an action you may expend one charge of the Alchemist Orb and touch a willing creature, granting it an effects on the table below.

Elixir Creation. While holding the orb in your hand, you may expend one charge and fill an empty flask you can touch with an arcane elixir. Choose one of the effects listed below. When drunk, the elixir grants the drinker the effect you chose. Any arcane elixirs created in this way lose their potency and disappear when you complete a long rest.

Name Effect
Healing The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
Swiftness The drinker’s walking speed increases by 10 feet for 1 hour.
Resilience The drinker gains a +1 bonus to AC for 10 minutes.
Bold The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
Flight The drinker gains a flying speed of 10 feet for 10 minutes.
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 Homunculus

If you have the Homunculus Servant infusion, you may use your Alchemist Orb as the gemstone required to create a Homunculus. If you do, your Homunculus becomes an Alchemical Homunculus, gaining the following benefits:

  • The Alchemical Homunculus’ maximum HP doubles.
  • The Alchemical Homunculus gains resistance to fire, acid, poison, and necrotic damage.
  • The damage of the Alchemical Homunculus’ Force Strike increases to 1d6 + its Proficiency bonus, and you may choose to change the damage of its Force Strike to fire, acid, poison, or necrotic.
  • The Alchemical Homunculus can use its action to deliver any of the effects of your Alchemist Orb, expending charges as normal. It must be within 60 feet of you to do so.

While embodied in your homunculus this way, you cannot use your Alchemist Orb as a spellcasting focus, nor use it to create an arcane elixir.

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, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Techniques

Starting at 9th level, you can incorporate restorative magic into some of your works while your mastery over the Alchemist Orb increases. You gain the following:

  • Your Alchemist Orb can now store up to five charges.
  • Also, you may expend a charge from your Alchemist Orb to cast Lesser Restoration, even if you do not have it prepared. In addition, when you expend a charge from your Alchemist Orb (or your Alchemical Homunculus does so in your stead), the creature who gains the benefit of the expended charge gains temporary hit points equivalent to 2d6 + your Intelligence modifier.

Alchemical Mastery

By 15th level, you have completely mastered your craft and the use of your Alchemist Orb, you gain the following:

  • Your Alchemist Orb can now store up to six charges and regains all expended charges when you complete a long rest.
  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • In addition, you may expend one charge from your Alchemist Orb to cast greater restoration, heal, or tenser's transformation. You do not need to provide material components, and this version of Tenser’s Transformation may target your Alchemical Homunculus if it's within 30 ft of you. Once you cast any of these spells in this way, you cannot cast that spell again until you complete a long rest.