{"name":"Artificer Subclass: Alchemist","overview":"An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.","hitdice":"d8","hitpointsfirstlevel":"","hitpointsathigherlevels":"","armorproficiencies":"","weaponproficiences":"","tools":"","savingthrows":"","skills":"","equipment":"","spellcasting":"","features":"[b][u]Tools of the Trade[\/u][\/b]\r\nBy the time you adopt this specialty at 3rd level, you\u2019re deeply familiar with employing its tools.\r\nProficiencies. You gain proficiency with alchemist\u2019s supplies and the herbalism kit, assuming you don\u2019t already have them. You also gain alchemist\u2019s supplies and an herbalism kit for free \u2013 the result of tinkering you\u2019ve done as you\u2019ve prepared for this specialization.\r\nCrafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.\r\n\r\n[u][b]Alchemist Spells[\/b][\/u]\r\nStarting 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\u2019t count against the number of artificer spells you prepare.\r\n\r\n[left][b]\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 Alchemist Spells[\/b][\/left]\r\n[table]\r\n[tr]\r\n[th]Artificer Level [\/th]\r\n[th]Alchemist Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Purify Food and Drink, Ray of Sickness[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Melf's Acid Arrow, Web[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Create Food and Water, Stinking Cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Blight, Death Ward[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Cloudkill, Raise Dead[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[u][b]Alchemical Homunculous[\/b][\/u]\r\nAt 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.\r\n\r\nWhenever you finish a long rest and your alchemist\u2019s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.\r\n\r\nThe homunculus is friendly to you and your companions, and it obeys your commands. See this creature\u2019s game statistics in the Alchemical Homunculus stat block. You determine the homunculus\u2019s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.\r\n\r\nIn combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.\r\n\r\nIf the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist\u2019s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.\r\n\r\n[b]Alchemical Homunculus[\/b]\r\nTiny construct, neutral\r\nArmor Class: 13 (natural armor)\r\nHit Points: equal to five times your level in this class + your Intelligence modifier\r\nSpeed: 20 ft., fly 30 ft.\r\nSTR 4 (\u22123) DEX 15 (+2) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 7 (\u22122)\r\nSkills: Perception +4, Stealth +4\r\nDamage Immunities: acid, poison\r\nCondition Immunities: charmed, exhaustion, poisoned\r\nSenses: darkvision 60 ft., passive Perception 10\r\nLanguages: understands the languages you speak\r\n\r\n[b]Might of the Master[\/b]. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus\u2019s skill bonuses and the bonuses to hit and damage of its Acidic Spittle.\r\n\r\n[b]Actions [\/b](Require Your Bonus Action)\r\n[i]Acidic Spittle[\/i]. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage.\r\n[i]Alchemical Salve[\/i] (3\/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:\r\n\u2022[i] Buoyancy.[\/i] The target gains a flying speed of 10 feet for 10 minutes.\r\n\u2022[i] Inspiration.[\/i] The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).\r\n\u2022[i] Resilience.[\/i] The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.\r\n\r\n[u][b]Alchemical Mastery[\/b][\/u]\r\nAt 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist\u2019s 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 or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).\r\n\r\nIn addition, you can cast Lesser Restoration without expending a spell slot, provided you use alchemist\u2019s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).\r\n\r\n[u][b]Chemical Savant[\/b][\/u]\r\nBy 14th level, you have been exposed to so many chemicals and unlocked their secrets 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.\r\n\r\nIn addition, you can cast Greater Restoration once without expending a spell slot and without providing the material component, provided you use alchemist\u2019s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.","subclasses":"","tabledata":"","tags":"Artificer, Alchemist, Subclass","templateId":"25","blockId":"291473","isShared":"on"}