Artificer Alchemist Tce
Artificer Alchemist Tce
Artificer Alchemist Tce
artificer-alchemist-tce
Alchemist
Artificer: Artificer Specialist
Source: Tasha's Cauldron of Everything p. 14, Eberron: Rising from the Last War p. 58
Class Features
Alchemist (Level 3)
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.
Alchemist Spells
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artificer-alchemist-tce
Beginning at 3rd level, whenever you finish a long 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. 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's 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
rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. 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, and you choose the elixir's effect from the Experimental Elixir table.
Experimental Elixir
dice: Effect
d6
1 Healing. The drinker regains a number of hit points equal to 5 ( 2d4 ) +
your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a 2 ( d4 ) and add the number rolled to
every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet 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. |
Whenever a creature drinks an experimental elixir you created, the creature gains
temporary hit points equal to 7 ( 2d6 ) + your Intelligence modifier (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 rest.
You gain resistance to acid damage and poison damage, and you are immune to the
poisoned condition.
You can cast greater restoration and heal 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 cast either spell with this feature, you can't
cast that spell with it again until you finish a long rest.
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