Alchemist Artificer

Artificer Level Alchemist Spells
3rd Healing Word, Ray of Sickness
5th Flaming Sphere, Melf's Acid Arrow
9th Gaseous Form, Mass Healing Word
13th Blight, Death Ward
17th Cloudkill, Raise Dead

Level Feature Name Description
3rd 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.
3rd Alchemist Spells Starting at 3rd level, you always have certain spells prepared. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd Experimental Elixir Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask. A creature can drink the elixir or administer it to an incapacitated creature, which causes various effects such as healing, swiftness, or flight.
5th Alchemical Savant At 5th level, whenever you cast a spell using your alchemist's supplies as the focus, you gain a bonus to one roll of the spell that restores hit points or deals acid, fire, necrotic, or poison damage. The bonus equals your Intelligence modifier (minimum of +1).
9th Restorative Reagents Whenever a creature drinks an experimental elixir you created, it gains temporary hit points equal to 2d6 + your Intelligence modifier. You can also cast Lesser Restoration a number of times per day without expending a spell slot.
15th Chemical Mastery You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition. You can also cast Greater Restoration and Heal without expending a spell slot using alchemist's supplies as the focus.

d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. 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.