Arcanist Vocations

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.

 

Signature infusion

Alchemical Cauldron

 

Alchemical student

At 1st or 3rd level, you become proficient with either the Alchemist’s supplies or the Herbalism kit.

Also, when attuned to the alchemical cauldron infusion, 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. You are proficient with alchemist’s fires and these special alchemical weapons use the arcanist vocation 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, lightning, or poison.

 

Alchemical magic

Beginning at 7th or 9th level, you can choose one 1st level spell you know when you finish a long rest. This spell cannot be one that deals damage or requires a saving throw. You create a special potion containing this spell. This potion lasts until it is used or until you finish another long rest. When a creature drinks this potion, it is targeted by this spell as if it was cast on them. If the spell requires concentration, it lasts for its full duration instead.

Further, your alchemist’s fire gains an additional benefit when you imbued them with your magic. 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. The target creature takes 1d6 acid damage for each spell slot level from the Burning condition until it is removed instead of the damage normal for the burning condition.

  • Cold. The target's speed is reduced by 5 feet for each spell slot level until the burning condition is removed.

  • Fire. On a hit, other creatures in a radius equal to 5 feet for each spell slot level above 1st must make a Dexterity saving throw. On a failed saving throw, a creature takes 3d6 fire damage and gains the burning condition.

  • Lightning. While the target has the burning condition, it cannot take reactions. The target also fails any saving throw against this weapon's burning condition automatically for a number of turns equal to the spell slot level.

  • Poison. The weapon deals an additional 2d6 damage on a hit for each spell slot level above 1st.

 

Stable potions

Beginning at 13th or 15th level, you can create a special alchemical weapon, a Thunder Stone. This special alchemical weapon is volatile and lasts until it is used or until you finish another long rest.

As an action, you can throw the Thunder Stone to any point within 60 feet of you. Each creature in a 40-foot radius from the point you throw the stone becomes deafened and blinded until the end of your next turn unless it succeeds on a Dexterity saving throw.

Whenever you finish a long rest, you can create one magical potion containing a spell of 5th level or lower from any spell list that targets a single creature or has a range of ‘self’. You don’t need to know this spell. This spell cannot be one that deals damage, requires a saving throw, or requires concentration. You can have a number of these magical potions equal to your intelligence modifier. If you create more, the oldest loses its magic.