I'm having an idea for an Artificer subclass that deals with distilling different kinds of liquors to give allies different benefits depending on the type of liquor made! Moonshine could give the Heroism spell, Brandy can give you temp HP, Vodka can increase your speed by 5 feet, absinthe can give you the spell augury, and so on. They could venture into other sorts of drinks too to give benefits or even the other way into drugs with crazy benefits but downsides too
I'm having an idea for an Artificer subclass that deals with distilling different kinds of liquors to give allies different benefits depending on the type of liquor made! Moonshine could give the Heroism spell, Brandy can give you temp HP, Vodka can increase your speed by 5 feet, absinthe can give you the spell augury, and so on. They could venture into other sorts of drinks too to give benefits or even the other way into drugs with crazy benefits but downsides too
Sounds interesting, but it does sound a bit like something you could get just by reflavoring Alchemist to be alcohol instead of just magic potions.
I'm having an idea for an Artificer subclass that deals with distilling different kinds of liquors to give allies different benefits depending on the type of liquor made! Moonshine could give the Heroism spell, Brandy can give you temp HP, Vodka can increase your speed by 5 feet, absinthe can give you the spell augury, and so on. They could venture into other sorts of drinks too to give benefits or even the other way into drugs with crazy benefits but downsides too
Sounds interesting, but it does sound a bit like something you could get just by reflavoring Alchemist to be alcohol instead of just magic potions.
In fact, according to IRL Alchemical lore, the actual Elixir was made by combining scrapings from an alchemists’ stone with wine or strong liquor.
I'm having an idea for an Artificer subclass that deals with distilling different kinds of liquors to give allies different benefits depending on the type of liquor made! Moonshine could give the Heroism spell, Brandy can give you temp HP, Vodka can increase your speed by 5 feet, absinthe can give you the spell augury, and so on. They could venture into other sorts of drinks too to give benefits or even the other way into drugs with crazy benefits but downsides too
Sounds interesting, but it does sound a bit like something you could get just by reflavoring Alchemist to be alcohol instead of just magic potions.
An alchemist who's potions are all at least 50 proof. Interesting but absolutely the least likely of any of the ideas in this thread to ever be officially implemented. WotC is unlikely to want to be seen having a class that promotes drinking.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I feel like pathfinder nailed down the artificer a bit better, IMO the alchemist should be a wizard with basically all the artificer alchemist features except infusions (basically the artificer wizard). This may just be a personal thing tho, I've always thought of alchemy as a thing you need to cast spells during the brewing process to truly make a magical potion. The artificer should be a weapon creator, armor creator, construct creator, and possibly a mutagen creator.
Weapon creator could replace battle master and have more of a focus on creating a powerful weapon that can have multiple infusions on it and can either add a choice of elemental damage to the weapon or replace the weapon damage with elemental damage of the players choice.
The armorer subclass as it is fills the idea of being a armorer well enough IMO (some small changes but over all the same)
The artillerist i would say is a better baseline for a pet master then the battle smith but would require a buff. First give them martial ranged weapon proficiency and say the eldritch cannon is now attached to a more battle smith type pet and you can choose to activate a an eldritch cannon attached to the construct that changes its melee attack force rend to a flamethrower, protector, or force ballista or activate your own u carry (pet would still have impose disadvantage reaction and at higher levels rather than having two pets you have eldritch cannon on pet and your own active at the same time).
The mutagenist would have to be built from the grown up, my thoughts are things like swapping int and strength for and hour and giving you the effects of enlarge or reduce for an hour concentration free (scales with level), a mutagen that gives you bless and dark-vision for one min, a mutagen that gives you blade ward and see invisibility for one min. and mutagens are bonus actions to drink you create them at the beginning of the day and it scales based off your int mod. You get more mutagens as you level up in the class.
For the overall class i would change the enhanced weapon infusion to enhanced accuracy weapon (add int mod to attack roll) and enhanced damage weapon (add int mod to damage) as two separate infusions, but also take away the artificers use int for attack and damage features on battle-smith and armorer and replace them with the previously mentioned infusions given to every artificer as a free weapon infusion on any weapon they are proficient with, this dose not count against normal infusions known and can be applied to an already infused item (as two separate features given at level 4 and 8, you choose which free infusion you take at 4th lvl and get the other at 8th lvl). Finally i would either take away the spell-casting feature from artificers and replace it with class features that give the player options of effects similar to the spells on artificer spell list now but mostly bonus action or replace one attack on your turn action abilities instead of spells, or instead individualize the spell-casting of artificers more to make them 3/4 casters with spell with expanded spell lists like warlocks and number of prepared spells progression like scorers number of spells known progression (as in artificer and sorc would have same number of spells prepared as sorc without expanded spell list in) also make it so artificers never need verbal components but always need material. Then give artificers spell progression up to level 7 spells. Also i would wile I'm adding alchemist to be a full caster wizard without infusions i would change blade-song to instead of adding int to damage while its active you would use int for attack and damage instead.
All of this would make the artificer more of a marshal class enhancing everything with int and keeping wizard as the spell-caster class using int for everything, and giving them distinct flavors within dnd and they multi-class together just as well as before. Anyways that's my long winded opinion on artificers overall in dnd.
this might have already been said but an artificer who moulds flesh like clay to give buffs like maybe an extra arm allowing someone to dual wield with a shield
if i say something inflammatory the intention is not to trigger an emotional response and the fact that it does so is purely accidental and I sincerely apologise if it does
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I'm having an idea for an Artificer subclass that deals with distilling different kinds of liquors to give allies different benefits depending on the type of liquor made! Moonshine could give the Heroism spell, Brandy can give you temp HP, Vodka can increase your speed by 5 feet, absinthe can give you the spell augury, and so on. They could venture into other sorts of drinks too to give benefits or even the other way into drugs with crazy benefits but downsides too
Sounds interesting, but it does sound a bit like something you could get just by reflavoring Alchemist to be alcohol instead of just magic potions.
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In fact, according to IRL Alchemical lore, the actual Elixir was made by combining scrapings from an alchemists’ stone with wine or strong liquor.
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An alchemist who's potions are all at least 50 proof. Interesting but absolutely the least likely of any of the ideas in this thread to ever be officially implemented. WotC is unlikely to want to be seen having a class that promotes drinking.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I feel like pathfinder nailed down the artificer a bit better, IMO the alchemist should be a wizard with basically all the artificer alchemist features except infusions (basically the artificer wizard). This may just be a personal thing tho, I've always thought of alchemy as a thing you need to cast spells during the brewing process to truly make a magical potion. The artificer should be a weapon creator, armor creator, construct creator, and possibly a mutagen creator.
Weapon creator could replace battle master and have more of a focus on creating a powerful weapon that can have multiple infusions on it and can either add a choice of elemental damage to the weapon or replace the weapon damage with elemental damage of the players choice.
The armorer subclass as it is fills the idea of being a armorer well enough IMO (some small changes but over all the same)
The artillerist i would say is a better baseline for a pet master then the battle smith but would require a buff. First give them martial ranged weapon proficiency and say the eldritch cannon is now attached to a more battle smith type pet and you can choose to activate a an eldritch cannon attached to the construct that changes its melee attack force rend to a flamethrower, protector, or force ballista or activate your own u carry (pet would still have impose disadvantage reaction and at higher levels rather than having two pets you have eldritch cannon on pet and your own active at the same time).
The mutagenist would have to be built from the grown up, my thoughts are things like swapping int and strength for and hour and giving you the effects of enlarge or reduce for an hour concentration free (scales with level), a mutagen that gives you bless and dark-vision for one min, a mutagen that gives you blade ward and see invisibility for one min. and mutagens are bonus actions to drink you create them at the beginning of the day and it scales based off your int mod. You get more mutagens as you level up in the class.
For the overall class i would change the enhanced weapon infusion to enhanced accuracy weapon (add int mod to attack roll) and enhanced damage weapon (add int mod to damage) as two separate infusions, but also take away the artificers use int for attack and damage features on battle-smith and armorer and replace them with the previously mentioned infusions given to every artificer as a free weapon infusion on any weapon they are proficient with, this dose not count against normal infusions known and can be applied to an already infused item (as two separate features given at level 4 and 8, you choose which free infusion you take at 4th lvl and get the other at 8th lvl). Finally i would either take away the spell-casting feature from artificers and replace it with class features that give the player options of effects similar to the spells on artificer spell list now but mostly bonus action or replace one attack on your turn action abilities instead of spells, or instead individualize the spell-casting of artificers more to make them 3/4 casters with spell with expanded spell lists like warlocks and number of prepared spells progression like scorers number of spells known progression (as in artificer and sorc would have same number of spells prepared as sorc without expanded spell list in) also make it so artificers never need verbal components but always need material. Then give artificers spell progression up to level 7 spells. Also i would wile I'm adding alchemist to be a full caster wizard without infusions i would change blade-song to instead of adding int to damage while its active you would use int for attack and damage instead.
All of this would make the artificer more of a marshal class enhancing everything with int and keeping wizard as the spell-caster class using int for everything, and giving them distinct flavors within dnd and they multi-class together just as well as before. Anyways that's my long winded opinion on artificers overall in dnd.
this might have already been said but an artificer who moulds flesh like clay to give buffs like maybe an extra arm allowing someone to dual wield with a shield
if i say something inflammatory the intention is not to trigger an emotional response and the fact that it does so is purely accidental and I sincerely apologise if it does