archetypal research paths: Explosives, Biomimetics, Herbalism, and Engineering as well as two brand new spells that are unique to the alchemist spell list. An investigator uses the alchemist formula list to determine the extracts If a spell normally has a costly material component, that component is. Book Of Spells: Magic spells and notebook | witch | wizard | alchemist | spellcaster | enchantment | potions and powders | spellbound | charming | Spell books.
Role Master - Alchemy Companion - ICEIt was a beautiful clear night when suddenly the stars vanished. The Magic Alchemist and his little cat Precious face their biggest challenge! Will you help them. Where can i find a list of Alchemist spells by level? There appears to be a button to see spells for other levels on the character editor screen, but when I click on it. An investigator uses the alchemist formula list to determine the extracts If a spell normally has a costly material component, that component is.
Alchemist Spell List Other interesting sites VideoAlchemy - Morrowind Mechanics Anmelden Ich bin neu hier. Desktopversion anzeigen. Loaded with options but so far it isn't unbalanced. The Seas of Vodari is a page book that provides fifth edition material for both gamemasters and players to enjoy a single adventure Lose Spiele an entire campaign full of swashbuckling action and magical Cascades Casino Kamloops. Where can i find a list of Alchemist spells by level? There appears to be a button to see spells for other levels on the character editor screen, but when I click on it. The ALCHEMIST Class offers a new full class to your players that cross the Any chance of the Alchemist Class spell list being updated with spells found in. The Echelon Reference Series spells line presents a PDF for each spell list and spell level of that list, with a compendium to follow. The individual PDFs contain. archetypal research paths: Explosives, Biomimetics, Herbalism, and Engineering as well as two brand new spells that are unique to the alchemist spell list.
Your Mutagen must be prepared as Bear's Endurance, Bull's Strength, or Cat's Grace , gives advantage on saving throws as well as ability checks, and does not require concentration.
It gains additional properties as you gain levels in this class. Your Mutagen has no effect if consumed by a creature other than yourself, except to cause them to vomit it up immediately.
This must be a Discovery marked with an M. Bonus Discoveries do not count against your number of Discoveries, but only take effect during your Mutagen.
Bear's Endurance: Once per round, you can give yourself resistance to all damage from a single attack. Bull's Strength: Once per round, you can give yourself Advantage on one Strength-based attack.
Cat's Grace: Once per round, you can give yourself Advantage on one Dexterity-based attack. Starting at 10th level, you can use your Improved Mutagen feature twice per round.
In addition, your Mutagen gains the following effects:. Bear's Endurance: If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw.
If you succeed, you drop to 1 hit point instead. Each time you use this effect after the first, the DC increases by 5. Each time you drink a Bear's Endurance Mutagen, the DC resets to Bull's Strength: Add 1d6 to all damage rolls with Strength-based attacks.
Cat's Grace: You can make one Dexterity-based attack as a bonus action. Starting at 14th level, you can prepare and keep up to two Mutagens at once.
Starting at 18th level, you can prepare and keep up to three Mutagens at once. Bear's Endurance: Roll your maximum hit dice and add the results.
You gain that many temporary hit points. Bull's Strength: You gain the effects of an enlarge spell, which can stack with up to one additional instance of enlarge.
Cat's Grace: You gain the effects of a haste spell, which can stack with up to one additional instance of haste.
You gain proficiency with the Poisoner's Kit, and can use Alchemist's Supplies as though they were a Poisoner's Kit. Any time you prepare an extract or cast an Alchemist cantrip that deals damage, you can choose for it to deal poison damage instead of its normal damage type.
You add inflict wounds drink to your Formulaebook. At 6th level it gains the smear method, and at 10th level it gains the throw method.
Starting at 14th level it can be applied to a weapon or three pieces of ammunition as though it were an injury poison.
At 6th level you gain the Toxin Tolerance Discovery. At 10th level, you gain the Toxin Tolerance Discovery a second time. If you already have it twice, you gain another Discovery of your choice.
At 6th level, you learn how to deliver extracts through the bloodstream rather than the digestive system. As an action, you can smear any drink extract you have prepared on a piercing or slashing weapon; the next time that weapon deals damage to a creature within one minute of applying the extract, its spell is cast on the creature dealt damage this way.
After the spell is cast this way or after one minute has passed since the application, the extract becomes inert. Starting at 10th level, any time a creature takes poison damage from a poison you crafted, an extract you prepared, or an Alchemist cantrip you cast, it must make a Constitution save or become poisoned for one minute.
The DC for this save is 10 plus half the poison damage dealt. At 14th level you gain the ability to prepare a special extract that, when mixed with another one of your extracts, prevents both extracts from being detected.
Nonmagical detection such as taste or smell automatically fails. Magical detection is affected by a counterspell of the special extract's spell level.
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If you use the attack action during your turn, you can throw one extra potion per round, until all your potions are used.
Pact of the Tome: You can craft spells from your tome into a potion as a ritual. You can do so up a number of times per long rest equal to your charisma modifier.
The ritual takes ten minutes and requires no material components. As you advance in level, you can change the spell to another spell from your tome.
Jump to: navigation , search. Alchemist [ edit ] You were born without the ability to use magic, but that won't hold you back. Alchemist Spell List [ edit ] Level 1: one cantrip and one first level spell from each school Level 3: one second level spell from each school Level 5: one third level spell from each school Level 7: one fourth level spell from each school Level 9: one fifth level spell from each school As an example, if you wanted to specialize in evocation wizard and life cleric you could choose burning hands and cure wounds at first level.
Share on. You should be logged in to clone a site. Rags to Riches. Remove Curse. Remove Disease. Resinous Skin. Resist Energy, Communal. As resist energy , but you may divide the duration among creatures touched.
Seek Thoughts. Spider Climb, Communal. As spider climb , but you may divide the duration among creatures touched. Temporary Graft. Thorn Body.
Undead Anatomy I. Take the form and some of the powers of a Small or Medium undead. Voluminous Vocabulary.
Water Breathing. Absorbing Inhalation. Inhale a gas removing it from the area without harm and use it as a breath weapon.
Adjustable Polymorph. As alter self , but you can change the shape as a swift action. Age Resistance. Air Walk.
Arcane Eye. Assume Appearance, Greater. Beast Shape II. You take the form and some of the powers of a Tiny or Large animal. Caustic Blood. Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in a foot line, in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid damage per caster level maximum 15d6, Reflex half.
This damages the first creature or object it touches, with no splash damage. Cure Critical Wounds. Darkvision, Greater. Death Ward. Discern Lies.
You touch a Tiny or smaller item, causing the item to vanish as if it did not exist at all. Duplicate Familiar.
You create a duplicate of a familiar. Cause one of your ears to tear itself free of your body and transform into a fly-like magical creature you control.
Earth Glide. Sonic sense gives you blindsight 40 ft. Elemental Body I. Turns you into a Small elemental.
Enchantment Foil. Eyes of the Void. See 60 ft. False Life, Greater. Fire Shield. Flash Forward. At end of charge, alter time and return to your original position before you charged.
Fluid Form. Freedom of Movement. Healing warmth. As protection from energy , but can spend 12 points of energy absorption to heal 1d8. Innocuous Shape.
Transform a creature into a Medium or smaller animal or humanoid of no more than 1 Hit Die. Invisibility, Greater. As invisibility , but subject can attack and stay invisible.
Miasmatic Form. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist spell and when making an attack roll for one.
You can cast an alchemist spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Starting at 2nd level, you choose to focus your attention and research on one branch of advanced studies on which from that point forward.
Choose one of:. Your studies grant you additional class features at 2nd level, and again at 6th, 10th, and 14th level. When you cast a spell as an alchemical ritual, you can delay selecting a target for the spell by up to one minute after the spell is complete, after which time you must select a target and cast the spell, or its power is lost.
Every time you gain an alchemist level, select one additional spell that you can cast this way. Through your research, you achieve mastery of certain processes which have immediate value to you.
At 3rd level, and again at 7th level, you can select one of the following discoveries. Smart Alchemy. The volatile compounds of your bombs always explode exactly how you want them to.
Whenever a spell or bomb would deal damage to a creature that is not hostile to you, it takes no damage instead. When a spell or bomb requires that a creature that is not hostile to you make a saving throw, it automatically succeeds.
Extend Potion. You can cause any potion that you drink, other than one with an instantaneous duration, to last twice its normal duration. Once you use this discovery, you cannot use it again until after you take a short rest.
Potion of Rejuvenation. A spell slot recovered in this way cannot be of a higher level than your highest-level spell slot. This potion holds its potency for 1 hour, after which it becomes inert.
A creature may only benefit from this potion once per day. Spontaneous Recovery. You can now expend up to half your Hit Dice without rest as an action.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Beginning at 5th level, you can attack twice, instead of once, whenever you use the Attack action on your turn. Additionally, you can craft and attack with two basic bombs on your turn.
Your continuing research unveils mysteries of alchemy beyond those you achieved earlier. At 11th and 15th level, you can select one of the following discoveries.
Eternal Potion. You can cause the effect of any potion that you drink, other than one with an instantaneous duration, to last until you next take a long rest.
Once you use this discovery, you cannot use it again until after you take a long rest. Share on. You should be logged in to clone a site. Artificer: Alchemist.
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.
Alchemist Spells 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 Experimental Elixir Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch.
Experimental Elixir d6 Effect 1 Healing. The drinker's walking speed increases by 10 feet for 1 hour.