Alchemist



Alchemist

  1. Alchemist Fire 5e
  2. Alchemist Brewery
  3. Famous Alchemists

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. The Alchemist Gallery; News; 2222 4th St White Bear Lake, MN, 55110 United States.

Supposedly 200 years old, the alchemist is a mysterious character and an extremely powerful practitioner of alchemy who resides at the Al-Fayoum oasis. Many in Al-Fayoum do not know of his existence, and even the tribal chieftains must request an audience if they wish to see him. He has among his possessions the Master Work, considered the ultimate goal of alchemy, which consists of the Philosopher’s Stone, capable of turning any metal into gold, and the Elixir of Life, able to cure all ills. In addition, he appears to possess magical powers. The alchemist mainly functions as a teacher to Santiago, though he often speaks in riddles and expects Santiago to learn more through experience than through verbal instruction.

The alchemist’s teachings connect the book’s dominant metaphor of alchemy—transforming one element into another more valuable element—to Santiago’s own journey. The alchemist’s wisdom connects him to the mystical Soul of the World. This connection provides him with his supernatural abilities, and it allows him to guide Santiago on his own quest to understand the Soul of the World. Santiago, with the alchemist’s guidance, learns to read and communicate with the world around him, ultimately leading him to the treasure he seeks and to his own supernatural abilities. In other words, Santiago eventually undergoes his own transformation. The alchemist’s hands-off method of teaching, however, suggests that no direct form of instruction can allow someone to connect with the Soul of the World. Instead, Santiago, and in fact any student, must teach and transform himself by listening to his own heart and to his environment.

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.

Source: Tasha's Cauldron of Everything/Eberron: Rising from the Last War

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 Spells

Starting 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’t count against the number of artificer spells you prepare.

Alchemist Spells
Artificer LevelAlchemist Spells
3rdHealing Word, Ray of Sickness
5thFlaming Sphere, Melf's Acid Arrow
9thGaseous Form, Mass Healing Word
13thBlight, Death Ward
17thCloudkill, Raise Dead

Experimental Elixir

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.

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.

Creating an experimental elixir requires you to have alchemist 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.

Experimental Elixir
d6Effect
1Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6Transformation. 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.

Alchemist Fire 5e

Alchemical Savant

At 5th level, you've developed 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 Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).

Alchemist Brewery

  • 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.

Chemical Mastery

Famous Alchemists

By 15th level, you have been exposed to so many chemicals 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.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, 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.