Artificer: Alchemist

Original Source: Tasha's Cauldron of Everything

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies or herbalism kits. 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.

Artificer LevelSpells
3rdhealing word, ray of sickness
5thgentle repose, wither and bloom
9thmass healing word, recomposition
13thblight, death ward
17thcloudkill, raise dead

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce experimental elixirs in empty flasks you touch. You choose the effect of the experimental elixir when someone drinks the elixir. As a bonus action, a creature can drink the elixir, or as an action, a creature can administer it to another creature.

You make a number of elixirs equal to your proficiency bonus. 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.

The effects of the elixir improve when you reach certain levels in this class, once at 6th level and again at 15th level.

d6Effect
1Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier. The amount of hit points regained increases by 1d4 at 6th level and again at 15th level.
2Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. This speed bonus increases by 5 feet at 6th level and again at 15th level.
3Resilience. The drinker gains a +1 bonus to AC for 10 minutes. The duration increases to 1 hour at 6th level and 8 hours at 15th level.
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. The duration increases to 10 minutes at 6th level and 1 hour at 15th level.
5Flight. The drinker gains a flying speed of 10 feet for 10 minutes. The flying speed becomes equal to your walking speed at 6th level and becomes 60 feet at 15th level.
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. The effects of the spell last for 1 hour at 6th level, and is cast as if at 5th level at 15th level.

Combat Chemist

Also at 3rd level, you always have a handful of extra tools on hand to aid you in combat.

As an action, you can create a flask of alchemist's fire, a vial of acid, flash bomb, or smoke bomb using your alchemist tools. You may throw it as a part of the same action. The item becomes inert if you do not use it within an hour. Starting at 9th level, you can produce a bomb or glue bomb with this ability.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Alchemical Savant

As in Tasha's Cauldron of Everything

Restorative Reagents

As in Tasha's Cauldron of Everything

Chemical Mastery

As in Tasha's Cauldron of Everything