So, if you've seen coffeelock before you know about the shenanigans of being able to not take long rests. Funnily enough with the alchemists potions you can extend these shenanigans due to the potions not disappearing until a long rest or use. So an artificer with any number of levels in warlock (I reckon two is optimal) can every short rest convert their warlock slots into potions that, so long as you use the cofeelock exploit to avoid exhaustion from not taking long rests (it's a little difficult to explain but you can find explanations online), will never disappear. Furthermore since you can basically make healing potions as an alchemist, you don't need to worry about not regenerating your lost health. I dub this build coffeesmith.
To sum up: infinite alchemist elixirs
(I've rushed this out after I read through the artificer and noticed this exploit, so if there are mistake, I'm sorry)
Bonus points is that it fits quite well to actually being coffee themed. You can use brewing supplies (potentially reskinned for coffee brewing) and fill novelty coffee mugs instead of flasks.
Their Warlock Patron is the mighty Starbuck. A celestial reindeer with an inexplicable omnipresence replacing local cafes and spawning new cafe temples all throughout the world. Each temple and brew is emblazoned with the logo and branded as "Starbuck's" so they know from whom the endless blessings flow.
Also Catnap is an artificer spell... so a 5th level Warlock, 3rd Level Artificer(Alchemist) could brew a cappuccino every 10 minutes without limit.
Given that the coffeelock is riding right on the edge of RAW, this probably doesn't work. The base rules do not mention any penalty for missing long rests, which is part of how coffeelock works. If you use the XGtE optional rule, you will get exhausted eventually. The coffeelock exploit is to avoid having to take long rests in their entirety, assuming no penalty, and always have your full complement of spells.
It also assumes that as a Sorcerer 2 / Warlock 1, you can have more spell slots via sorcery points than are shown on your table, which is open to DM interpretation.
One thing to remember with this Coffee Barista exploit is that unlike a Coffeelock, you need a physical component for this one - in this case, an empty flask for each Wild Chemistry jankbrew you want to store up. If you're manufacturing sixteen such brews per long rest, you're going to end up with enough flaskfulls of junk that carrying them around/remembering which flask has what jankbrew in it becomes a nontrivial endeavor.
One thing to remember with this Coffee Barista exploit is that unlike a Coffeelock, you need a physical component for this one - in this case, an empty flask for each Wild Chemistry jankbrew you want to store up. If you're manufacturing sixteen such brews per long rest, you're going to end up with enough flaskfulls of junk that carrying them around/remembering which flask has what jankbrew in it becomes a nontrivial endeavor.
Pretty sure you spend an infusion on Bag of Holding and then just reach in and pull out whatever you want.
For what it's worth I'm playing one starting today, be happy to share how it goes.
Essentially made a gunslinger/Dr. Celestial Warlock 3/Alchemist Artificer 3. Uses cantrips and his wands for offense, tons of potions for defense and healing. Plan is to fill the healer and thief roles in the party since we have a fighter cavalier to tank and a Sheppard Druid for control and damage.
Alllso Catnap is an artificer spell... so a 5th level Warlock, 3rd Level Artificer(Alchemist) could brew a cappuccino every 10 minutes without limit.
How exactly would that work?
My understanding here is that Catnap being an Artificer spell means an Artificer can prepare it when they get 3rd level slots. I don't think a Warlock can choose outside its own spell list when choosing it's spells.
Alllso Catnap is an artificer spell... so a 5th level Warlock, 3rd Level Artificer(Alchemist) could brew a cappuccino every 10 minutes without limit.
How exactly would that work?
My understanding here is that Catnap being an Artificer spell means an Artificer can prepare it when they get 3rd level slots. I don't think a Warlock can choose outside its own spell list when choosing it's spells.
Yeah, I didn't feel like correcting them, but it would have to be a 9th level artificer/5th level warlock (or sub 6 levels of artificer for 5 levels of wizard, bard, or sorc).
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
A 5th level warlock would have 3rd level spell slots, right? I don't really know much of anything about multiclassing but do warlock spell slots not count in this situation? Or can warlock spells slots only be used for warlock spells or something? Is that true for all classes to keep each class with spell slots separated for spells of each class? If so that seems like a major hassle to keep straight.
Edit: I looked up multiclassing rules for preparing spells and now I'm even less inclined to bother with multiclassing ideas than I already was. You can apparently only prepare/learn spells as though the class was your only class but can cast with a deeper well so to speak. Doesn't really seem like much of a benefit.
Edit: I looked up multiclassing rules for preparing spells and now I'm even less inclined to bother with multiclassing ideas than I already was. You can apparently only prepare/learn spells as though the class was your only class but can cast with a deeper well so to speak. Doesn't really seem like much of a benefit.
Seems as though you've answered your own question, so let me address the benefits of multiclassing. Particularly for spellcasters, a major benefit of multiclassing is to take a few levels in another spellcasting class to get more spells known than the single class allows (especially cantrips). As long as you dip 3 or less levels from your main class, you still get 9th level spells.
Multiclassing warlock has the added benefit of pact slots that return on a short rest.
In the case of my planned build messing with this idea you're getting less spells in exchange for a lot of support functionality.
The coffee alchemist build here loses access to their HitDice and Artificer spell slots and as there's no LR he loses his Healing Light pool. But he can make two experimental elixers an hour during down times. Some of that gets eaten to heal himself but on the all he gets plenty. Very large supply of healing, buffs and disguises, 9 cantrips to work with and full ritual access.
Eventual build is tentatively Alchemist 9/Celestial 11 so we get quite a few infusions and invocations, 5th level casting with 3 slots per rest and it does give catnap to make 18 potions an hour.
Very reliable as a healer, trap finder, ritual caster.
Eventual build is tentatively Alchemist 9/Celestial 11 so we get quite a few infusions and invocations, 5th level casting with 3 slots per rest and it does give catnap to make 18 potions an hour.
Very reliable as a healer, trap finder, ritual caster.
*12 potions per hour. You have 3 renewable slots, 1 used to cast catnap, 2 to make potions, 6 times per hour.
Still a scary build though. That is still 80-96 potions per long rest. You will be a god of medicine.
Eventual build is tentatively Alchemist 9/Celestial 11 so we get quite a few infusions and invocations, 5th level casting with 3 slots per rest and it does give catnap to make 18 potions an hour.
Very reliable as a healer, trap finder, ritual caster.
*12 potions per hour. You have 3 renewable slots, 1 used to cast catnap, 2 to make potions, 6 times per hour.
Still a scary build though. That is still 80-96 potions per long rest. You will be a god of medicine.
Thanks for the math correction. :-)
Not a bad capstone ability since that's at level 20. Quickest route if you want to take advantage of the Catnap thing is Lock 5, Artificer 9 so level 14. There you'd get 6 pots per hour for 46 per night. (Don't use the last two so you have spellslots for adventuring)
Figure having to spend even up to half to make up for your lack of healing and hit dice and that's still 24 a night starting at 12th. From 6-13 you're making 14 a night. Pretty good but not really broken I feel.
Catnap will only work once. the last line of the spell is "the target can’t be affected by this spell again until it finishes a long rest."
Hmm, I did overlook that.
Guess some more theory crafting for the full length of the build.
So essentially the core of the build is complete as of level 6 which is fine. Question now becomes overall build. At this point I'm thinking push forward with Warlock to at least 11 for three level 5 slots. At that point do we need to push back into Artificer or are the non augmented potions and having two Infusions enough that we just keep on with Lock for 9th level casting?
I would still recommend adding in 2 levels of Sorcerer. That way you can convert 1 higher level Warlock spell slot into multiple lower level slots for more Elixirs/SR.
So best I can figure you want this to be a triple class build. Alchemist, Warlock, and Sorcerer.
You go Alchemist to 3, so you can start brewing. Then at 4th level start to pick up Warlock, for renewable short rest slots. This is where you first come online as a Barista-lock. The next 2 levels should go to Sorcerer, so that you can begin to convert points to slots and slots to points. From here we focus on Warlock and Sorc til 20th to up our renewable slots and the number of them, adding Sorc as needed to increase our Sorcery Points cap to 6. (So we can seamlessly convert 2 L5 slots into 5 L1 slots.)
We'll end up with a Alch 3 Sorc 6 Lock 11. It'll have three 5th level slots per short rest, that can be safely converted into 7.5 potions. So, up to 180 potions per day without tapping into any other spell slots. You could burn your spellcaster spells normally to cast Sorc or Artificer spells when needed, and still refill them from converting Lock slots instead of making potions, so that would slow your coffee-making a bit when adventuring and the demand for spellcasting was present, but 180 is a lot.
Without mixing Sorc in there you'll never really get faster than 3 or 4 potions per short rest, and that's just too inefficient for this much effort. The sorc allows those higher level lock slots to really start cranking out some extra potions.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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So, if you've seen coffeelock before you know about the shenanigans of being able to not take long rests. Funnily enough with the alchemists potions you can extend these shenanigans due to the potions not disappearing until a long rest or use. So an artificer with any number of levels in warlock (I reckon two is optimal) can every short rest convert their warlock slots into potions that, so long as you use the cofeelock exploit to avoid exhaustion from not taking long rests (it's a little difficult to explain but you can find explanations online), will never disappear. Furthermore since you can basically make healing potions as an alchemist, you don't need to worry about not regenerating your lost health. I dub this build coffeesmith.
To sum up: infinite alchemist elixirs
(I've rushed this out after I read through the artificer and noticed this exploit, so if there are mistake, I'm sorry)
Pretty sure this explains coffeelocks http://www.giantitp.com/forums/showthread.php?409694-The-Coffee-Drow-A-Sleepless-Sorclock
Bonus points is that it fits quite well to actually being coffee themed. You can use brewing supplies (potentially reskinned for coffee brewing) and fill novelty coffee mugs instead of flasks.
Their Warlock Patron is the mighty Starbuck. A celestial reindeer with an inexplicable omnipresence replacing local cafes and spawning new cafe temples all throughout the world. Each temple and brew is emblazoned with the logo and branded as "Starbuck's" so they know from whom the endless blessings flow.
Also Catnap is an artificer spell... so a 5th level Warlock, 3rd Level Artificer(Alchemist) could brew a cappuccino every 10 minutes without limit.
Given that the coffeelock is riding right on the edge of RAW, this probably doesn't work. The base rules do not mention any penalty for missing long rests, which is part of how coffeelock works. If you use the XGtE optional rule, you will get exhausted eventually. The coffeelock exploit is to avoid having to take long rests in their entirety, assuming no penalty, and always have your full complement of spells.
It also assumes that as a Sorcerer 2 / Warlock 1, you can have more spell slots via sorcery points than are shown on your table, which is open to DM interpretation.
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One thing to remember with this Coffee Barista exploit is that unlike a Coffeelock, you need a physical component for this one - in this case, an empty flask for each Wild Chemistry jankbrew you want to store up. If you're manufacturing sixteen such brews per long rest, you're going to end up with enough flaskfulls of junk that carrying them around/remembering which flask has what jankbrew in it becomes a nontrivial endeavor.
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With this build you don’t need sorcerer. Skip the middle man and turn the spellslots straight into elixirs
Pretty sure you spend an infusion on Bag of Holding and then just reach in and pull out whatever you want.
For what it's worth I'm playing one starting today, be happy to share how it goes.
Essentially made a gunslinger/Dr. Celestial Warlock 3/Alchemist Artificer 3. Uses cantrips and his wands for offense, tons of potions for defense and healing. Plan is to fill the healer and thief roles in the party since we have a fighter cavalier to tank and a Sheppard Druid for control and damage.
How exactly would that work?
My understanding here is that Catnap being an Artificer spell means an Artificer can prepare it when they get 3rd level slots. I don't think a Warlock can choose outside its own spell list when choosing it's spells.
Yeah, I didn't feel like correcting them, but it would have to be a 9th level artificer/5th level warlock (or sub 6 levels of artificer for 5 levels of wizard, bard, or sorc).
A 5th level warlock would have 3rd level spell slots, right? I don't really know much of anything about multiclassing but do warlock spell slots not count in this situation? Or can warlock spells slots only be used for warlock spells or something? Is that true for all classes to keep each class with spell slots separated for spells of each class? If so that seems like a major hassle to keep straight.
Edit: I looked up multiclassing rules for preparing spells and now I'm even less inclined to bother with multiclassing ideas than I already was.
You can apparently only prepare/learn spells as though the class was your only class but can cast with a deeper well so to speak. Doesn't really seem like much of a benefit.
Seems as though you've answered your own question, so let me address the benefits of multiclassing. Particularly for spellcasters, a major benefit of multiclassing is to take a few levels in another spellcasting class to get more spells known than the single class allows (especially cantrips). As long as you dip 3 or less levels from your main class, you still get 9th level spells.
Multiclassing warlock has the added benefit of pact slots that return on a short rest.
In the case of my planned build messing with this idea you're getting less spells in exchange for a lot of support functionality.
The coffee alchemist build here loses access to their HitDice and Artificer spell slots and as there's no LR he loses his Healing Light pool. But he can make two experimental elixers an hour during down times. Some of that gets eaten to heal himself but on the all he gets plenty. Very large supply of healing, buffs and disguises, 9 cantrips to work with and full ritual access.
Eventual build is tentatively Alchemist 9/Celestial 11 so we get quite a few infusions and invocations, 5th level casting with 3 slots per rest and it does give catnap to make 18 potions an hour.
Very reliable as a healer, trap finder, ritual caster.
*12 potions per hour. You have 3 renewable slots, 1 used to cast catnap, 2 to make potions, 6 times per hour.
Still a scary build though. That is still 80-96 potions per long rest. You will be a god of medicine.
Thanks for the math correction. :-)
Not a bad capstone ability since that's at level 20. Quickest route if you want to take advantage of the Catnap thing is Lock 5, Artificer 9 so level 14. There you'd get 6 pots per hour for 46 per night. (Don't use the last two so you have spellslots for adventuring)
Figure having to spend even up to half to make up for your lack of healing and hit dice and that's still 24 a night starting at 12th. From 6-13 you're making 14 a night. Pretty good but not really broken I feel.
Catnap will only work once. the last line of the spell is "the target can’t be affected by this spell again until it finishes a long rest."
Hmm, I did overlook that.
Guess some more theory crafting for the full length of the build.
So essentially the core of the build is complete as of level 6 which is fine. Question now becomes overall build. At this point I'm thinking push forward with Warlock to at least 11 for three level 5 slots. At that point do we need to push back into Artificer or are the non augmented potions and having two Infusions enough that we just keep on with Lock for 9th level casting?
Oops. Always read the whole spell kids.
Well, that is still 8-16 per long rest (and they keep adding up). 1 day of downtime could net 20-40 easy.
Catnap spell description says the character "can’t be affected by this spell again until it finishes a long rest." So, no.
I would still recommend adding in 2 levels of Sorcerer. That way you can convert 1 higher level Warlock spell slot into multiple lower level slots for more Elixirs/SR.
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So best I can figure you want this to be a triple class build. Alchemist, Warlock, and Sorcerer.
You go Alchemist to 3, so you can start brewing. Then at 4th level start to pick up Warlock, for renewable short rest slots. This is where you first come online as a Barista-lock. The next 2 levels should go to Sorcerer, so that you can begin to convert points to slots and slots to points. From here we focus on Warlock and Sorc til 20th to up our renewable slots and the number of them, adding Sorc as needed to increase our Sorcery Points cap to 6. (So we can seamlessly convert 2 L5 slots into 5 L1 slots.)
We'll end up with a Alch 3 Sorc 6 Lock 11. It'll have three 5th level slots per short rest, that can be safely converted into 7.5 potions. So, up to 180 potions per day without tapping into any other spell slots. You could burn your spellcaster spells normally to cast Sorc or Artificer spells when needed, and still refill them from converting Lock slots instead of making potions, so that would slow your coffee-making a bit when adventuring and the demand for spellcasting was present, but 180 is a lot.
Without mixing Sorc in there you'll never really get faster than 3 or 4 potions per short rest, and that's just too inefficient for this much effort. The sorc allows those higher level lock slots to really start cranking out some extra potions.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.