Credit: Ideas & Images from Dale Kellegrew's Artificer (slightly altered by me). Purchase: DMs'guild Link.

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Level 3: Tool Proficiency

When you adopt this specialization you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Level 3: Alchemist Spells

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 Level  Alchemist Spells

3rd                  Cure Wounds, Ray of Sickness

5th                  Flaming Sphere, Melf’s Acid Arrow

9th                  Fireball, Stinking Cloud

13th                Blight, Death Ward

17th                Cloud Kill, Hold Monster

Level 3: Experimental Elixir

Whenever you finish a long rest, you can magically produce one experimental elixir in an empty flask you touch. Roll twice on the Experimental Elixir table and choose your preferred result for the elixir’s effect.

You can create additional experimental elixirs of your choice by expanding spell slots or Magical Tinkering uses. When you do so, check your chosen elixir's Potency on the Experimental Elixir table and consult the following table.

Potency       Cost

Common      Any spell of level 1+ or one Magical Tinkering use.

Uncommon  Any spell of level 3+ or three Magical Tinkering use.

Rare            Any spell of level 4+ or five Magical Tinkering use. 

you use your action to create the elixir in an empty flask you touch.

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.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level (roll 4 times and pick two) and three at 15th level (roll 6 times and pick 3). Each elixir requires its own flask.


Experimental Elixir
2d10PotencyEffect
2RareSpeed. As a Bonus Action a creature can drink this potion.
The drinker gains the effect of the Haste spell for 1 minute (no concentration required). 
3RareExplosive. As an Action a creature can throw this vial.
The throw is up to 60 feet and creates an explosion on impact. The explosion creates the effects of a Fireball spell using your spell save DC.
4UncommonResistance. As a Bonus Action a creature can drink this potion.
The drinker gains resistance to Poison and Acid damage.
5UncommonAdhesive. As an Action a creature can throw this vial.
The throw is up to 60 feet and produces the effect of the Web spell for 1 minute (no concentration required), using your spell save DC.
6UncommonSwiftness. As a Bonus Action a creature can drink this potion.
The drinker's walking speed increases by 15 feet, and they gain a +1 bonus to AC for 1 hour.
7UncommonBoldness. As a Bonus Action a creature can drink the potion.
The drinker can roll a d4 and add the number rolled to every attack roll and saving throw you make for the next 1 minute.
8CommonCamouflage. As a Bonus Action a creature can drink the potion.
The drinker's skin gains the ability to change color slightly. They gain Advantage on Dexterity (Stealth) checks for the next 1 hour.
9Common
Poison. As a Bonus Action you can apply this poison to a weapon (or 5 ammunition).
The coated weapons deal 1 additional poison damage on a hit for the next 1 minute.
If imbibed the poison does 2d8 damage and grants the poisoned condition (Constituion save against your spell save DC to for half damage and no Poisoned condition). 
10Common
Healing. As a Bonus Action a creature can drink this potion.
The drinker regains a number of Hit Points equal to 2d4 + your Intelligence Modifier.
11Common
Wakefulness. As an Bonus Action a creature can drink this potion.
For the next 12 hours, the drinker can't be put to sleep and can remain awake during a Long Rest and still gain its benefits.
12CommonAntidote. As a Bonus Action a creature can drink this potion.
The drinker is cured of poison and of the poisoned condition.
13CommonLove Potion. As a Bonus Action a creature can drink this potion.
The drinker is affected by the Charm Person spell by the next person they see (Wisdom save against your spell save DC).
14UncommonMutation. As a Bonus Action you can drink this potion.
The drinker gains a Climb speed, a Swim speed, Water Breathing, and Advantage on all physical skill checks for 1 hour.
15UncommonResilience. As a Bonus Action a creature can drink this potion.
The drinker gains 5 temporary Hit Points at the start of each of their turn for the next 10 minutes.
16Uncommon Greater Poison. As a Bonus Action you can apply this poison to a weapon (or 5 ammunition).
The coated weapons deal 1d4 additional poison damage on a hit for the next 1 minute.
If imbibed the poison does 5d8 damage and grants the poisoned condition (Constituion save against your spell save DC to for half damage and no Poisoned condition).
17UncommonStrength. As a Bonus Action a creature can drink this potion.
The drinker's Strength score is increased to 21 (if the Strength is equal to or greater than that score it increases by 1) for 10 minutes.
18UncommonFire Breath. As a Bonus Action a creature can drink this potion.
The drinker can use a bonus action to exhale fire at a 20-foot cone. Creature in the area make a Dexterity saving throw using your save DC or take 4d6 fire damage, or half as much damage on a successful save. The effect ends after you exhale the fire three times or when 1 hour has passed.
19RareGreat Healing. As a Bonus Action a creature can drink this potion.
The drinker regains a number of Hit Points equal to 8d4+ double your Intelligence Modifier.
20RareVitality. As a Bonus Action a creature can drink this potion.
The drinker recovers from 1 level of exhaustion and is cured of disease or poison. For the next 24 hours, or until you take a Long Rest, you regain the maximum number of hit points for any Hit Die you spend.

Level 5: Alchemical Savant

You’ve developed a masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever a spell you’ve cast using your alchemist’s supplies as the spellcasting focus restores hit points or deals acid, fire, necrotic, or poison damage; you add your Intelligence modifier (minimum of +1) to one healing or damage dice roll of that spell.

Level 9: Restorative Reagents

You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains 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 Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 15: Chemical Mastery

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 resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spells, and without providing the material component, 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 short or long rest.