Alchemy is a delicate art, tip the ratio of reagents too far out of line and the effects are disastrous. Wizards that pursue the art of alchemy are experts at combining exotic ingredients to produce a variety of arcane effects. From brews that grow or shrink a creature, to sticky goo that explodes when it comes in contact with flame. With access to the right reagents, and a bit of luck, students of alchemy use their wondrous Arcane Elixirs to aid their allies and leech life away from their enemies.
Forbidden Schools
1st-Level Wizard (Alchemist) Feature
As an alchemist, you are barred from divination magic, as well as one other school of your choice. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools. You cannot choose universal magic or alteration magic as forbidden schools.
Alchemical Savant
1st-Level Wizard (Alchemist) Feature
You gain proficiency with both Alchemist's Supplies and Glassblower's Tools.
Arcane Elixirs
2nd-Level Wizard (Alchemist) Feature
You learn to create potent alchemical mixtures known as Arcane Elixirs. During a long rest, you can spend 1 hour with your Alchemist's Supplies to create your Arcane Elixirs, which can mimic the effects of certain spells in your spellbook.
You can create an Arcane Elixir that mimics the effect of any spell from your spellbook that has a casting time of 1 Action and targets only one creature. Any Arcane Elixir you create appear as Fine glass vials or flasks of iridescent liquid, and reproduce the spell effect at its lowest possible level.
As an action, a creature can drink an Elixir, administer an Elixir to a willing creature within 5 feet, or throw an Elixir at a point within 30 feet to produce its spell's effect at the point of impact. If an Elixir's spell effect requires Concentration, the creature that drinks it must Concentrate on the effect. Elixirs use your Wizard Spell save DC and Spellcasting Modifier.
During a Long Rest, you can create a number of Arcane Elixirs with a combined spell level equal to twice your Wizard Power Reservoir. These Elixirs last until the end of your next Long Rest, at which point they become inert and unusable.
You cannot make Elixirs of the highest level spell slot available to you, and you can only have a single Elixir of a spell of 6th-Level or higher.
Efficient Arcana
6th-Level Wizard (Alchemist) Feature
Your alchemical knowledge and skill has improved. You can spend 10 minutes with your Alchemist's Supplies, which can be accomplished during a Short Rest, to recycle one of your unused Arcane Elixirs, changing its effect to another spell of your choice of the same level from your spellbook.
Additionally, you can use an Action to create an Arcane Elixir of a spell you have prepared, expending the spell slot as you normally would. An Arcane Elixir of the spell then appears in your empty hand. A spell used to create an Elixir in this way must meet all the requirements for being an Arcane Elixir. An Elixir created in this way cannot be above 5th level.
Experimental Fortitude
10th-Level Wizard (Alchemist) Feature
Your work with strange and wondrous arcane reagents has fortified your body. Your gain Resistance to Acid and Poison damage, and you have advantage on Saving Throws to resist being
Poisoned.
Additionally, you gain Expertise in Alchemist's Supplies and Glassblower's Tools.
Greater Homunculus
14th-Level Wizard (Alchemist) Feature
You achieve the ultimate goal of every alchemist—the creation of artificial life. You learn the
Clone spell. Using your Alchemist's Supplies, you can cast a special version of Clone by spending 8 hours, which can be done during a Long Rest, molding organic material into an exact copy of yourself. All of your Clone's game statistics are the same as yours, but you share Hit Dice and spell slots.
In combat, your Clone shares your Initiative and acts on your turn. You can use a Bonus Action on your turn to issue a telepathic command to your Clone. If you do not, it takes the Dodge action. You do not need to command it to use its movement.
If your Clone is reduced to 0 Hit Points, it is immediately destroyed and reverts to a pile of raw mundane and worthless materials. You can only have a single such Clone at a time, and creating another causes it to collapse into mundane and worthless materials.