Arcanist

 

Arcanist: Arcanist Vocation: Alchemist

With a deep knowledge of transmutation and enchantment, Alchemists can turn the mundane into the extraordinary, helping their allies with potent concoctions and curative tonics.

Alchemist Features

Signature infusion

Alchemical Cauldron

 

Alchemical student

At 1st or 3rd level, you gain the following abilities:

          When you infuse an item with the alchemical boiler infusion, it gains the benefit of the experimental boiler option in addition to one other option.

          You gain two volatile alchemist’s fires whenever you finish a long rest. These special alchemical weapons become useless after you finish another long rest. These special alchemical weapons use your spell saving throw DC in place of their normal saving throw DC. As an action on your turn, you can make a special attack with an alchemist’s fire. As part of this attack, you can also expend a spell slot to increase the damage it deals on a hit by 3d6. When you use this ability, you can change the damage type of the attack and the burning condition to one of the following: acid, cold, or poison.

Alchemist Proficiencies

You are proficient with either the Alchemist’s supplies or the Herbalism kit. You also gain proficiency with all alchemical weapons.

 

Alchemical magic

Beginning at 7th or 9th level, you gain the following ability:

          When you use a spell slot to create one or more potions with your experimental boiler option, each potion gains two effects from the list instead of one. If you choose the healing effect, you can instead choose to double the number of hit points the potion restores.

Your alchemist’s fire also gains an additional benefit when you imbued them with a spell slot. The alchemist’s fire gains one of the following benefits based on its damage type when you use a spell slot of 2nd level or higher to increase its damage:

          Acid. On a hit, the target takes additional 1d6 damage for each spell slot level above 1st and damage from the burning condition increases by 1d6 acid damage for each spell slot level above 1st as well.

          Cold. On a hit, the target takes additional 1d6 damage for each spell slot level above 1st and the target's speed is reduced by 5 + 5 feet for each spell slot level until the burning condition is removed.

          Fire. On a hit, the target takes additional 1d6 damage for each spell slot level above 1st. Hit or miss, all creatures in a radius form the target’s space equal to 10 feet times the spell slot level used must make a Dexterity saving throw. On a failed saving throw, a creature takes 1d6 fire damage per spell slot level and gains the burning condition.

          Poison. Hit or miss, a poisonous cloud spread in a 10 feet radius from the target’s position. The cloud lingers until the end of your next turn. Creatures that enter the cloud for the first time on a turn or end their turns there must make a Constitution saving throw or take 2d6 poison damage for each spell slot level and become poisoned until the end of its next turn.

 

Stable potions

Beginning at 13th or 15th level, you gain the following abilities:

          When you finish a long rest, the two potions you gain from your experimental boiler are treated as if you created them with a 1st level spell slot each (allowing you to select two effects from the list of potion effect instead of determining them randomly).

          Each potion you create with your experimental boiler also gains the benefit of one 1st level spell from any spell list that targets only one creature (including spells that target ‘self’). The creature drinking the potion gains the benefit of this spell. The spell does not require concentration and lasts for its full duration.

          You can mask any alchemist fire imbued with a spell slot as a harmless liquid for up to 8 hours. A creature that drinks the potion within this time suffers the effect of the imbued alchemist’s fire as if it was hit by the alchemist fire.