Level 2: Healing Word, Ray of Sickness
Level 5: Flaming Sphere, Tasha's Caustic Brew
Level 9: Gaseous Form, Mass Healing Word
Level 13: Blight, Death Ward
Level 17: Cloudkill, Raise Dead
When you finish a Long Rest you can magically produce a number of Potions equal to your proficiency bonus. Roll a d6 on the Experimental Elixir table for each of the Potion’s effects, which are triggered when someone administers the Potion. A creature holding a potion can use a bonus action to administer the potion to a creature within 15 feet of them. If the Potion offers a choice, the creature who administers it makes that choice.
When you reach certain levels in this class this die increases. It becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 13th level
You can use a bonus action to create additional Potions by expending a spell slot of 1st level or higher to create a number of Potions equal to your proficiency bonus, rolling on the table for each. When you do, you can choose one of the Potions that you created with this bonus action to imminently administer as part of that same bonus action.
Creating an Experimental Elixir requires you to have alchemist’s supplies on your person, and any potion you create with this feature lasts until it is administered, until you create more, or until the end of your next long rest.
Overcharge. When you administer potions with this feature, you can add a number of Overcharge dice to your pool to administer a number of additional potions up to the number of dice added.
1 - Luck. The target can roll a d6 and add the number rolled to every attack roll, ability check, and saving throw they make for the next minute.
2 - Swiftness. The target’s speed increases by 15 feet for 1 hour
3 - Resilience. The target gains a +2 bonus to AC for 10 minutes.
4 - Poison Fire. The target makes a Dexterity saving throw, taking 2d6 Fire damage and 2d6 Poison damage on a failed save, or half as much on a success.
5 - Flight. The Target gains a flying speed equal to half their walking speed for 10 minutes.
6 - Healing. The target heals a number of hit points equal to your Intelligence modifier plus a number of d6s equal to twice your level.
7 - Wrath. For the next minute, the target gains an additional action that can only be used to make the attack action. If the target ends their turn without attacking a hostile creature with this action, the potion’s effect ends.
8 - Magic. The target, or an object the target is holding is affected by any 1st or 2nd-level or lower Artificer Spell that targets creatures or objects as if it was cast at 2nd-level. The spell only affects the target, even if it could normally affect more than one target. If it requires concentration, the creature that administered it must hold concentration on it.
9 - Vulnerability. The target must make a Constitution saving throw or be vulnerable to the next source of damage they take within the next minute.
10 - Resistance. The target gains resistance to one type of damage for the next hour.
11 - Teleportation. The target teleports up to 100ft to a location of your choice as if they used Dimension Door. An unwilling target may make a Dexterity saving throw, avoiding this effect on a success.
12 - Creation. Choose any option on the table.
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you use a magical item or cast a spell, you gain a bonus to one roll of that spell or magic item. That roll must restore hit points or be a damage roll.
If it is healing, the healing increases by 2d6.
If it is damage, it deals an extra 2d4 either as acid, fire, necrotic, or poison damage
You can incorporate restorative reagents into some of your works:
Whenever a creature is administered a Potion you created, you can cause them to gain temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
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 Spellcasting modifier (minimum of once), and you regain all expended uses when you finish a long rest.
You have created a concoction that can reanimate the dead with one simple injection. You can use the “Use a Magic Item” action to administer a reanimation reagent to a dead creature within 5 feet of you. If they have been dead for less than an hour, they spring back to life with an amount of hit points determined by how long they were dead.
1 minute or less. Full health
10 minutes or less. Half Health
1 Hour or less. 1 Health
More than 1 Hour. They turn into an Undead as if you cast Zombify but you have no control over them.
Once you use this feature you cannot do so again until you finish a long rest or until you spend a 3rd level or higher spell slot to use it again.
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 immunity to acid damage and poison damage, and you are immune to the poisoned condition.
You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, 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.