D&D 5E Talking about the Alchemist

Well, if we are doing alternate takes on the ability, here is mine, so far. It's a bit unrefined as of yet.

Alchemical Elixir

Level 3 Alchemist Feature (replaces Experimental Elixir)

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an Alchemical Elixir in an empty flask you touch, and you choose the elixir’s effect from the Alchemical Elixir table. As a bonus action, a creature can drink the elixir or administer it to an incapacitated creature, or throw the elixir as a ranged spell attack. You or someone else can make a ranged spell attack with an elixir by throwing it. If thrown, it has a range of 60 feet. If someone else attacks with the elixir, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll.

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 used 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. Each elixir requires its own flask.

You can create additional alchemical 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.

Alchemical Elixir
Buoyancy Brew. You gain a swim speed and a climbing speed equal to your walking speed for 1 hour. Additionally, if you fall while under the effects of this elixir, you may expend this effect as a reaction to gain the benefits of a Feather Fall spell for yourself.
Healing Drought. Heals 1d4+ your intelligence modifier. Heals an additional 1d4 for every spell slot level beyond the first.
Khorvaire Cocktail. Deals 1d6+ your intelligence modifier damage. You choose acid, fire, necrotic, or poison damage when you make this elixir. Deals an additional 1d6 damage for every spell slot level beyond the first.
Siberys Syrup. For one minute you gain 10' bonus speed and may use your bonus action to take the dash or dodge actions.
Social Lubricant. For 10 minutes you have advantage on all social interaction checks.
 

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Alternatively, there’s an alchemist in The Masterclass Codex.

Alchemist: Scientific Sorcery.
The alchemist uses an almost scientific approach to magic to make alchemical discoveries. Will your alchemist become immune to poison, or discover the Elixir of Life? Will you delve into the Science of Creation and build a homunculus, or research the Science of Destruction and devise explosives? We also expand on the alchemist class with three new advanced studies: the Science of Illumination, the Science of Mutation, and the Science of Regeneration. Also included are two new spells, and an update which gives the alchemist a little more “oomph.”
 

Well, if we are doing alternate takes on the ability, here is mine, so far. It's a bit unrefined as of yet.

Alchemical Elixir

Level 3 Alchemist Feature (replaces Experimental Elixir)

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an Alchemical Elixir in an empty flask you touch, and you choose the elixir’s effect from the Alchemical Elixir table. As a bonus action, a creature can drink the elixir or administer it to an incapacitated creature, or throw the elixir as a ranged spell attack. You or someone else can make a ranged spell attack with an elixir by throwing it. If thrown, it has a range of 60 feet. If someone else attacks with the elixir, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll.

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 used 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. Each elixir requires its own flask.

You can create additional alchemical 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.

Alchemical Elixir
Buoyancy Brew. You gain a swim speed and a climbing speed equal to your walking speed for 1 hour. Additionally, if you fall while under the effects of this elixir, you may expend this effect as a reaction to gain the benefits of a Feather Fall spell for yourself.
Healing Drought. Heals 1d4+ your intelligence modifier. Heals an additional 1d4 for every spell slot level beyond the first.
Khorvaire Cocktail. Deals 1d6+ your intelligence modifier damage. You choose acid, fire, necrotic, or poison damage when you make this elixir. Deals an additional 1d6 damage for every spell slot level beyond the first.
Siberys Syrup. For one minute you gain 10' bonus speed and may use your bonus action to take the dash or dodge actions.
Social Lubricant. For 10 minutes you have advantage on all social interaction checks.

I think you can get away with increasing the dice in Healing Draught and Khorvaire Cocktail.

Yes, it gives a 1st level spell slot far more value than it typically has, but as I pointed out, the Artillerist already gives the 1st level spell slot far more value since their turrets last an hour and activate on a bonus action. Giving the Alchemist 4 dice on their ability still keeps them in-line I think.

Otherwise, I really like these.
 

I was thinking of looking at the older UA, where they had the bottomless potion bag, see if I could pull in those mechanics
I have a player who is doing this, and it works great. I let him update to the base Artificer abilities as written in Rising From The Last War, except he uses the UA Alchemist with the satchel. So far he has been having a blast, though I might give him Chemical Mastery whenever he hits level 15. We will see.
 

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