Alchemist
Alchemist is an Archetype of the Artificer Class available to players during Character Creation. It is the most common type of Artificer in The Old World, as the science of alchemy has a long history dating back to the Golden Age. Alchemists are strong support characters who focus primarily on healing and strengthening their allies in Combat (see https://www.dndwiki.io/subclasses/alchemist, but not the variant rule detailed below).
Alchemists specialize in distilling and combining magically-charged materials to release the latent energy within. Typically, their creations take the form of potions, poultices, and talismans which bestow wondrous effects when applied to a living being. Alchemists also have a keen understanding of the body's physical processes and are adept at using magic to close wounds and cure disease, though they can just as easily use their knowledge to cripple or kill an enemy.
Alchemists are most commonly found in the employ of Human and Elven aristocrats, serving as personal physicians and confidants. Those trained in the academies of Sihalis are particularly revered, as they are stewards of one of the most ancient scientific traditions in the Old World, dating back to the Golden Age and ancient Syrneth. In Vodacce, Alchemists are often instructed in the use of poisons and are retained to both facilitate and foil assassination attempts.
Alchemist Artificers are subject to the following variant rule:
An Alchemist may use their Experimental Elixir ability to create a number of elixirs equal to their Proficiency Bonus when they complete a Medium or Long Rest, rather than a single elixir when they complete a Long Rest. They may expend spell slots of 1st level or higher to create additional elixirs, one per spell slot expended. For additional elixirs created using spell slots, the Alchemist may choose the elixir's effect from the Experimental Elixir table. All elixirs last until they are consumed or 24 hours have passed, whichever comes first.
Alchemists specialize in distilling and combining magically-charged materials to release the latent energy within. Typically, their creations take the form of potions, poultices, and talismans which bestow wondrous effects when applied to a living being. Alchemists also have a keen understanding of the body's physical processes and are adept at using magic to close wounds and cure disease, though they can just as easily use their knowledge to cripple or kill an enemy.
Alchemists are most commonly found in the employ of Human and Elven aristocrats, serving as personal physicians and confidants. Those trained in the academies of Sihalis are particularly revered, as they are stewards of one of the most ancient scientific traditions in the Old World, dating back to the Golden Age and ancient Syrneth. In Vodacce, Alchemists are often instructed in the use of poisons and are retained to both facilitate and foil assassination attempts.
Alchemist Artificers are subject to the following variant rule:
An Alchemist may use their Experimental Elixir ability to create a number of elixirs equal to their Proficiency Bonus when they complete a Medium or Long Rest, rather than a single elixir when they complete a Long Rest. They may expend spell slots of 1st level or higher to create additional elixirs, one per spell slot expended. For additional elixirs created using spell slots, the Alchemist may choose the elixir's effect from the Experimental Elixir table. All elixirs last until they are consumed or 24 hours have passed, whichever comes first.
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