I wanted to talk about the artificer changes that we have seen in UA. I had two ideas about the revised subclasses of the artillerist and alchemist. IMO both of these classes are left behind by the other two Artificer subclasses because they don't use weapons and are only half casters (assuming the spell storing item loop is closed). To that end I'm posting my idea of how to bring the other two artificer subclasses in line with the battle smith and armorer. To that end I have proposed two fixes to each subclass that I would balance them against the other artificer subclasses.
Alchemist:
I wanted to float the idea to the community that the experimental elixir feature of alchemist shouldn't produce two elixirs. Instead it should produce one elixir with the effects of two elixirs. The other idea is that the elixirs effects should scale based on the level of spell used to create them. I think this gives the alchemist subclass more identity and more power to offer the party both in and out of combat.
Artillerist:
I think the Artillerist eldritch cannon feature should be changed to just eldritch flamethrower. This flamethrower should be able to shoot in a 15ft cone or in a 30ft line and the protector feature should work as a fire version of Armor of Agathis. Meaning when someone has temp hit points from the flamethrower any attackers who hit them in melee take fire damage. Finally i think the Arcane firearm feature should create a weapon that the subclass can use as a spellcasting focus, This weapon should be one handed and deal 2d8+DEX or INT force damage and push creatures hit 5ft backwards. This weapon should work with true strike. This would make the class function closer to a rouge then any other artificer. This (IMO) would improve the artillerist damage as well as preserve the theme of the subclass.
Please let me know in more detail what you think of this in the comments. Thank everyone for reading this! You are all beautiful souls!
I really love that the eldritch cannon has its three options, and the UA change that you can choose it on the fly is very attractive to me as a player. Despite the name and the art, I think you can play Artillerist as a support/healing class and I really want to try that under the changes.
While I like the changes to the Alchemist, I voted No as it still needs more work.
What is the role of the Alchemist? Healer? Artillerist and Battle Smith can do that if not better. Crafting potions? New crafting rules has that covered too. Spell casting? Armorer can just just as well. It does seem that this version is going toward the " increase damage" role which is cool, but they could be so much more as a "jack of all buffs and debuffs"
The Experimental Elixir is still a little meh. And to be honest (and a little crazy) the Tasha's Bubbling caldron should replace it. Yes, take a six level spell and turn it into a 3rd level ability. It scales close to the same number of potions as you level, it could be limited to once per day(as presented) and add a lot more flexibility in the type of potions, but not the variety (but would with additional expansions) . I would replace this level 15 option with the ability to plan and replicate Potions. (You are the potion master after all and making 1 rare potion a day is not over powered as most rare potions have the spell effect of 1-3 level spell, they are exceptions.).
The subclass really needs to start feeling like an Alchemist and not just some one with a herbalist kit
I quite like the idea of the Alchemist and I agree that I would love for it to have more intent in the effects it can produce. I love your idea to bring Tasha's Bubbling Cauldron in as its initial ability - yes exactly, that's the kind of thing that would be much more interesting.
The Experimental Elixir is kind of fun for the randomness, and isn't too wrong maybe when you're a baby alchemist, but you'd think you'd quickly get proficiency over the basics and then start making weirder ones as you level up. Like maybe at 6th level the table is a d10, there are 6 slots where you choose from the original set of elixirs and then 4 newer and wackier ones randomly assigned. Or, maybe there can only be a max of 2 elixirs a day but if you don't use them they stay viable, so you can keep a good roll until it is consumed.
I really want to play an Artificer who mostly makes things for others and doesn't have a pet, and the Alchemist should be a flavor of that. I've heard of a couple of people playing it flavored as a chef which sounds pretty fun.
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I wanted to talk about the artificer changes that we have seen in UA. I had two ideas about the revised subclasses of the artillerist and alchemist. IMO both of these classes are left behind by the other two Artificer subclasses because they don't use weapons and are only half casters (assuming the spell storing item loop is closed). To that end I'm posting my idea of how to bring the other two artificer subclasses in line with the battle smith and armorer. To that end I have proposed two fixes to each subclass that I would balance them against the other artificer subclasses.
Alchemist:
I wanted to float the idea to the community that the experimental elixir feature of alchemist shouldn't produce two elixirs. Instead it should produce one elixir with the effects of two elixirs. The other idea is that the elixirs effects should scale based on the level of spell used to create them. I think this gives the alchemist subclass more identity and more power to offer the party both in and out of combat.
Artillerist:
I think the Artillerist eldritch cannon feature should be changed to just eldritch flamethrower. This flamethrower should be able to shoot in a 15ft cone or in a 30ft line and the protector feature should work as a fire version of Armor of Agathis. Meaning when someone has temp hit points from the flamethrower any attackers who hit them in melee take fire damage. Finally i think the Arcane firearm feature should create a weapon that the subclass can use as a spellcasting focus, This weapon should be one handed and deal 2d8+DEX or INT force damage and push creatures hit 5ft backwards. This weapon should work with true strike. This would make the class function closer to a rouge then any other artificer. This (IMO) would improve the artillerist damage as well as preserve the theme of the subclass.
Please let me know in more detail what you think of this in the comments. Thank everyone for reading this! You are all beautiful souls!
I really love that the eldritch cannon has its three options, and the UA change that you can choose it on the fly is very attractive to me as a player. Despite the name and the art, I think you can play Artillerist as a support/healing class and I really want to try that under the changes.
While I like the changes to the Alchemist, I voted No as it still needs more work.
What is the role of the Alchemist? Healer? Artillerist and Battle Smith can do that if not better. Crafting potions? New crafting rules has that covered too. Spell casting? Armorer can just just as well. It does seem that this version is going toward the " increase damage" role which is cool, but they could be so much more as a "jack of all buffs and debuffs"
The Experimental Elixir is still a little meh. And to be honest (and a little crazy) the Tasha's Bubbling caldron should replace it. Yes, take a six level spell and turn it into a 3rd level ability. It scales close to the same number of potions as you level, it could be limited to once per day(as presented) and add a lot more flexibility in the type of potions, but not the variety (but would with additional expansions) . I would replace this level 15 option with the ability to plan and replicate Potions. (You are the potion master after all and making 1 rare potion a day is not over powered as most rare potions have the spell effect of 1-3 level spell, they are exceptions.).
The subclass really needs to start feeling like an Alchemist and not just some one with a herbalist kit
I quite like the idea of the Alchemist and I agree that I would love for it to have more intent in the effects it can produce. I love your idea to bring Tasha's Bubbling Cauldron in as its initial ability - yes exactly, that's the kind of thing that would be much more interesting.
The Experimental Elixir is kind of fun for the randomness, and isn't too wrong maybe when you're a baby alchemist, but you'd think you'd quickly get proficiency over the basics and then start making weirder ones as you level up. Like maybe at 6th level the table is a d10, there are 6 slots where you choose from the original set of elixirs and then 4 newer and wackier ones randomly assigned. Or, maybe there can only be a max of 2 elixirs a day but if you don't use them they stay viable, so you can keep a good roll until it is consumed.
I really want to play an Artificer who mostly makes things for others and doesn't have a pet, and the Alchemist should be a flavor of that. I've heard of a couple of people playing it flavored as a chef which sounds pretty fun.