Dungeons & Dragons: How To Build An Alchemist Artificer (2024)

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  • Alchemist Features Overview

  • Best Species For Alchemists

  • Best Ability Scores For Alchemists

  • Best Alchemist Spells

  • Best Starting Alchemist Infusions

So you want to be an Alchemist, eh? Does the periodic table give you goosebumps? Do you have an overwhelming desire to turn iron into gold and delve deep into the secrets of the universe? Then perhaps alchemy is for you.

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has plenty of support classes, but none of them offer the flexibility of the Alchemist. As an Alchemist, you can heal the sick, restore the wounded, and create magical items that will propel your adventuring party to greater feats of bravery. Building an Alchemist can be a challenge, which is why we’ve created this guide to help you on your alchemical journey.

Alchemist Features Overview

Dungeons & Dragons: How To Build An Alchemist Artificer (1)

In Dungeons & Dragons Fifth Edition, the Alchemist is an Artificer subclass that specializes in support, whether that be creating helpful (if random) potions to casting buffs and debuffs on allies and enemies. Alchemists are the healers of the Artificer world, with spells that cleanse player characters and bonuses to healing.

Combined with their ability to infuse magical items, Alchemists are able to both equip and maintain their adventuring party like no other character can. However, where Alchemists excel in support, they tend to fall behind in damage output. Bolstering your alchemist’s damage is going to be a key focus in determining your species.

As an Alchemist, you gain proficiency with alchemist supplies which provide you the ability to alchemical reagents. You also gain access to the Experimental Elixir feature, which allows you to create six different potions provided you are able to complete a long rest and have an empty flask.

Alchemists also gain access to several spells at various levels, including:

Artificer Level

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

At fifth level, Alchemical Savant allows Alchemists to add their Intelligence modifier to one healing or damage roll, making magic their preferred damage source. At ninth level, Alchemists can cast lesser restoration without using a spell slot, and at 15th level they can cast both greater restoration and heal.

Best Species For Alchemists

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Alchemists do not gain proficiency in heavy armor or martial weapons, and at fifth level, they're able to deal additional damage to their spells. Therefore, it makes sense for Alchemists to focus on magic, choosing a species that enhances that magic or offers a greater variety of spells to cast.

Feel free to play any species as an Alchemist, but the below species are just a little more effective.

Astral Elf

Extra cantrips from Astral Fire, Darkvision, resistance to being charmed, and Perception proficiency are all great, but the real draw here is Starlight Step, which lets the Astral Elf teleport 30 feet.

Autognome

Mending is a key cantrip that all Artificers should take, and being able to heal yourself with it is a huge boon. Extra base armor, the added d4 from Built for Success, and not needing to eat, drink, or breathe are also pretty great features.

Air Genasi

Shocking grasp isn't exactly the best cantrip for an Alchemist, but feather fall and levitate are fine spells to add to your spell list. An extra five feet of movement and Darkvision aren't bad either.

Kobold

You could choose the extra skill, but being able to take an extra cantrip is probably the more effective choice. Picking firebolt here will allow you to pick another cantrip as a level one Artificer, such as Guidance, Message, or Mage Hand.

Goblin

Fury of the Small provides a fairly consistent way for Alchemists to boost their lackluster damage. Darkvision, Nimble Escape, and Fey Ancestry are also all great buffs for Alchemists.

Owlin

Being able to fly and having Darkvision that extends out to 120 feet make additions to the Alchemist's toolkit. Stealth proficiency is nice since you're going to have to wear light armor to fly anyway.

Warforged

The other mechanical class on this list, Warforged might not be quite as good as Autognomes, but they're still pretty great. Extra armor class and another tool proficiency are great additions for all Artificers.

Variant Human

Being able to choose a starting feat gives you access to Magic Initiate, which provides two cantrips and a first-level spell. You could also pick Elemental Adept to avoid enemy damage resistance and improve your spells' consistency.

Firbolg

You can detect magic, disguise self, and turn invisible as a Firbolg, which are all nice things to have. You can also talk to beasts and plants, making your Alchemist a naturalist too.

Yuan-Ti

Poison spray is a decent cantrip to add to your spell list. Animal friendship and suggestion are fine support spells, while magic and poison resistance can increase your overall resilience.

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Best Ability Scores For Alchemists

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Alchemists want high Intelligence scores to fuel their magic and improve their skill checks, so boost this as high as possible. Next will be Constitution to boost your hit points. Dexterity is third to improve your armor class and overall resilience. Wisdom, Charisma, and Strength are your dump stats.

If using the points buy system to create your character, a good starting spread of stats might look like this:

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8 (-1)

14 (+2)

16 (+3)

16 (+3)

10 (0)

10 (0)

Best Alchemist Spells

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Alchemists are actually half-spellcaster characters. You don't get as many spells as a Wizard or Sorcerer, so it's important to pick spells that'll have the most impact. This is also why it's a good idea to choose a species that has some innate spellcasting in order to widen your poor of available spells.

Recommended Spells

Cantrips

  • Firebolt
  • Mending
  • Guidance
  • Message

First-Level Spells

  • Cure Wounds
  • Detect Magic
  • Identify
  • Absorb Elements

Second-Level Spells

  • Heat Metal
  • Invisibility
  • Lesser Restoration

Third-Level Spells

  • Dispel Magic
  • Haste
  • Revivify

Fourth-Level Spells

  • Arcane Eye
  • Stone Shape
  • Otiluke’s Resilient Sphere

Fifth-Level Spells

  • Bigby's Hand
  • Greater Restoration
  • Wall of Stone

Lesser restoration can be changed out at ninth level thanks to the Alchemist's Restorative Reagents feature, but is still nice to have for those four preceding levels. Greater Restoration can be changed out at 15th level thanks to Chemical Mastery.

Best Starting Alchemist Infusions

Dungeons & Dragons: How To Build An Alchemist Artificer (5)

At second level, all Artificers gain the ability to infuse mundane objects with magic. There is a large list of potential infusions that grows as you gain Artificer levels. Here are some recommended starting infusions at second level.

Enhanced Arcane Focus

As your damage will be coming primarily from spellcasting, Enhanced Arcane Focus improves your attack consistency.

Enhanced Defence

Extra armor class is always helpful for squishy spellcaster types like Artificers.

Homunculus Servant

Essentially the Artificer version of a familiar, Homunculus Servant can be both helpful and a lot of fun for roleplaying.

Replicate Magic Item

Bag of Holding is probably going to be your first infusion, followed by Goggles of Night if you don't have Darkvision, and then Sending Stones for long-range communication.

At higher levels, you'll be able to create a variety of magical items using Replicate Magic Item. Cloak of Elvenkind at sixth level, Cloak of Protection at tenth level, and Ring of Protection at 14th level are just a few examples of what Artificers can create.

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