I am frustrated with the current rules for the 2024 artificer and understand that many share this frustration.
I am currently making a homebrew revision to the 2024 rules and would like the help of the community to make this a reality. Any changes you think the artificer needs can be posted in the comments.
The rough draft will be made by combining what I believe is the best of 5e with the best of 2024 as well as other changes I think the artificer should have.
I plan on submitting the finalized document to the unearthed arcana survey. I will credit any ideas that make it on the document at the end of the document. when I finish my initial revisions I will put a view link to the document on this post
I mostly care about the Alchemist because I'll bet it still the worst subclass ever. This is due to it's main feature Experimental Elixir. So here is my pitch.
I believe the reason they refuse to buff and scale the elixir effects is because the ability to choose them. They think it's too OP. So I say, KEEP THE EXPERIMENTAL FLAVOR. Instead of picking the effect using spell slot, ROLL TWICE AND PICK ONE.
Then, I switch the effect of Elixir 1 and Restorative Reagents. Elixir 1 makes THP because it would be useless to get the Heal at the start of battle. Restorative does the healing, "restore", get it?
I (tried slightly) change the effects so EVERY ROLL HAS BATTLE FUNCTION. I had to sacrifice the AC bonus, since apparently, everyone is allergic to AC buffs. its probably the single reason they cant scale the whole feature, its gonna blow at tier 4. And who want to be healed at start of battle, and who wants an Alter Self at a battle. Flight is too situational, and OP again, literally like 20% of DM horror stories are about a PC that can fly. Speed is situational also, but we need diversity so i just buff it, like if you are gonna get it, you might as well reach the place you want to go. These buffs have safety margin with my ROLL TWICE & PICK ONE mechanic, you cant just pick an effect, you have to waste bottles and turns if you want a certain effect.
MY ALCHEMIST HACK:
LEVEL 3: EXPERIMENTAL ELIXIR
Drinking an Elixir. As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself. When drinking another elixir, you replace the old effect with the new one. You may not stack the effects of elixirs.
Creating AdditionalSpell-madeElixirs. As a Magic action while holding Alchemist’s Supplies, you can expend one spell slot to create a number of spell-made elixirs equal to the spell slot level used. When drinking this type of elixir, roll d6 TWICE & choose ONE on the Experimental Elixir table.
When you reach certain Artificer levels, you can make an additional elixir at the end of each Long Rest: a total of three at level 5, four at level 9, and 5 at level 15.
Effects
Level 3
Level 5
Level 9
Level 15
1 Fortitude. The drinker gains a number of Temporary Hit Points equal to 1d8 plus your Intelligence modifier.
1d8+INT
2d8+INT
3d8+INT
4d8+INT
2 Swiftness. The drinker’s Speed increases by 15 feet for 1 hour.
15 feet
20 feet
30 feet
45 feet
3 Persistence. The drinker gains 1 charge of advantage for any d20 checks for 1 minute.
1 charge
2 charges
3 charges
4 charges
4 Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll they make for the next minute.
1d4
2d4
3d4
4d4
5 Savagery. Once per turn, the drinker can add 1d6 to any damage they make for 1 minute.
1d6
2d6
3d6
4d6
6 Invisibility. The drinker gains the invisible condition until the end of his next turn. The condition ends temporarily immediately after the drinker makes an attack roll, deals damage, or casts a spell. He may turn invisible again if there are charges left, by spending a bonus action.
1 turn
2 turns
3 turns
4 turns
LEVEL 9: RESTORATIVE REAGENTS
You can incorporate restorative reagents into some of your works, granting the following benefits:
Revitalize. Whenever a creature drinks an elixir you created with the Experimental Elixir feature, the creature regain Hit Points. Roll a number of d4 equal to your Intelligence modifier (minimum of 1).
Restore. 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.
Thank you for your contribution. overall, I think this is a great idea that improves (what people consider) the worst artificer Subclass while still keeping it balanced. the one thing I would change is the savagery, and boldness elixirs to instead of having just a duration to also have a certain number of uses. this would prevent the increase in buffs from becoming to game breaking. being able to buff damage/buff hit chance an unlimited amount of times for a minute upsets the balance of the game. or to balance the boldness elixirs I would change it to adding +1 for every increase rather than increasing the amount of d4s.you could do the same with the savagery elixir as this would keep the scaling without making it game breaking. but all in all, I love the ideas you have. I intended to make the elixirs scale but couldn't figure out a way to do so. additionally I will not change anything you suggested unless you are okay with the changes I suggested.
If you would like I can put a link to the 2024 UA artificer so it is easier to find and look at.
Not sure if this helps. But if you are looking to add either Armorer or Artillerist I made both of them from the Unearthed Arcana PDF and published them in Homebrew. You can search them there using 2024 in the name section and Artificer under class. I did it for all 4, but the Battle Smith and the Alchemist get flagged for being unable to share.
Took me a while sorry. So I agree. My Boldness is OP.
But First, let's change back the Persistence to Resilience, and becomes a saving throw buff. Having charges to spend doesn't feel like a flavor for potions, the effects should something that LASTS, "an effect over period of time"
another thing: why AC breaks the game, because it creates an immunity. Saving throw usually have Half damage on save. and many are lair effects and AOE. So 1 or 2 PC having Sav+4 at tier 4 at shouldn't be too upsetting. Saving throws are mostly situational. With that:
3. Resilience. +1, +2, +3, +4 to any saving throws for 1 minute.
Back to Elixir 4, my initial thought is 4. Boldness. +1, +2, +3, +4 to attack rolls. for 1 minute. But +4 seems too much still. This is weird but how about:
4. Boldness. +1, +1d2, +1d3, +1d4 ONCE per turn to attack rolls. for 1 minute.
I still not convince that damage boost are game breaking. almost every feature in game is damage boost. At any game, I am more worried to my d20 rolls because it what defines your turn if its wasted or not. So I just have a couple of versions for Elixir 5, feel free to pick or mix for your final posted version.
5. Savagery. Add a number of damage dice per turn and remove the lowests. 1 dice, 2, 3, 4. until the end of long rest. (this duration should still be fair, damage rerolls are not particularly attractive, I even forgot them sometimes, Soldier Origin Feat is a meh. replacing four 1s at Level 17 is not worrisome)
5. Savagery. Once per turn, add damage +1d4, +2d4, +3d4, +4d4. for 1 minute. (simply nerfed)
5. Savagery. Once per turn, add damage +2, +4, +8, +10. for 1 minute. (the average of above)
Any way, whatever you come up, my only request is you retain my dearest feature:
FOR ELIXIRS CREATED BY SPELLSLOTS, ROLL TWICE AND PICK ONE. NO MORE CHOOSING FREELY. This is what justify the buffs and scalability. And it retains the experimental flavor.
And also the switching of Elixir 1 and Restorative reagents effects of healing & thp.
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I am frustrated with the current rules for the 2024 artificer and understand that many share this frustration.
I am currently making a homebrew revision to the 2024 rules and would like the help of the community to make this a reality. Any changes you think the artificer needs can be posted in the comments.
The rough draft will be made by combining what I believe is the best of 5e with the best of 2024 as well as other changes I think the artificer should have.
I plan on submitting the finalized document to the unearthed arcana survey. I will credit any ideas that make it on the document at the end of the document. when I finish my initial revisions I will put a view link to the document on this post
Class Features Table (context can be found in comments on this document)
HB artificer revisions (Completed rough draft)
I mostly care about the Alchemist because I'll bet it still the worst subclass ever. This is due to it's main feature Experimental Elixir. So here is my pitch.
I believe the reason they refuse to buff and scale the elixir effects is because the ability to choose them. They think it's too OP. So I say, KEEP THE EXPERIMENTAL FLAVOR. Instead of picking the effect using spell slot, ROLL TWICE AND PICK ONE.
Then, I switch the effect of Elixir 1 and Restorative Reagents. Elixir 1 makes THP because it would be useless to get the Heal at the start of battle. Restorative does the healing, "restore", get it?
I (tried slightly) change the effects so EVERY ROLL HAS BATTLE FUNCTION. I had to sacrifice the AC bonus, since apparently, everyone is allergic to AC buffs. its probably the single reason they cant scale the whole feature, its gonna blow at tier 4. And who want to be healed at start of battle, and who wants an Alter Self at a battle. Flight is too situational, and OP again, literally like 20% of DM horror stories are about a PC that can fly. Speed is situational also, but we need diversity so i just buff it, like if you are gonna get it, you might as well reach the place you want to go. These buffs have safety margin with my ROLL TWICE & PICK ONE mechanic, you cant just pick an effect, you have to waste bottles and turns if you want a certain effect.
MY ALCHEMIST HACK:
LEVEL 3: EXPERIMENTAL ELIXIR
Drinking an Elixir. As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself. When drinking another elixir, you replace the old effect with the new one. You may not stack the effects of elixirs.
Creating Additional Spell-made Elixirs. As a Magic action while holding Alchemist’s Supplies, you can expend one spell slot to create a number of spell-made elixirs equal to the spell slot level used. When drinking this type of elixir, roll d6 TWICE & choose ONE on the Experimental Elixir table.
When you reach certain Artificer levels, you can make an additional elixir at the end of each Long Rest: a total of three at level 5, four at level 9, and 5 at level 15.
LEVEL 9: RESTORATIVE REAGENTS
You can incorporate restorative reagents into some of your works, granting the following benefits:
Revitalize. Whenever a creature drinks an elixir you created with the Experimental Elixir feature, the creature regain Hit Points. Roll a number of d4 equal to your Intelligence modifier (minimum of 1).
Restore. 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.
Thank you for your contribution. overall, I think this is a great idea that improves (what people consider) the worst artificer Subclass while still keeping it balanced. the one thing I would change is the savagery, and boldness elixirs to instead of having just a duration to also have a certain number of uses. this would prevent the increase in buffs from becoming to game breaking. being able to buff damage/buff hit chance an unlimited amount of times for a minute upsets the balance of the game. or to balance the boldness elixirs I would change it to adding +1 for every increase rather than increasing the amount of d4s.you could do the same with the savagery elixir as this would keep the scaling without making it game breaking. but all in all, I love the ideas you have. I intended to make the elixirs scale but couldn't figure out a way to do so. additionally I will not change anything you suggested unless you are okay with the changes I suggested.
If you would like I can put a link to the 2024 UA artificer so it is easier to find and look at.
Not sure if this helps. But if you are looking to add either Armorer or Artillerist I made both of them from the Unearthed Arcana PDF and published them in Homebrew. You can search them there using 2024 in the name section and Artificer under class. I did it for all 4, but the Battle Smith and the Alchemist get flagged for being unable to share.
Took me a while sorry. So I agree. My Boldness is OP.
But First, let's change back the Persistence to Resilience, and becomes a saving throw buff. Having charges to spend doesn't feel like a flavor for potions, the effects should something that LASTS, "an effect over period of time"
another thing: why AC breaks the game, because it creates an immunity. Saving throw usually have Half damage on save. and many are lair effects and AOE. So 1 or 2 PC having Sav+4 at tier 4 at shouldn't be too upsetting. Saving throws are mostly situational. With that:
3. Resilience. +1, +2, +3, +4 to any saving throws for 1 minute.
Back to Elixir 4, my initial thought is 4. Boldness. +1, +2, +3, +4 to attack rolls. for 1 minute. But +4 seems too much still. This is weird but how about:
4. Boldness. +1, +1d2, +1d3, +1d4 ONCE per turn to attack rolls. for 1 minute.
I still not convince that damage boost are game breaking. almost every feature in game is damage boost. At any game, I am more worried to my d20 rolls because it what defines your turn if its wasted or not. So I just have a couple of versions for Elixir 5, feel free to pick or mix for your final posted version.
5. Savagery. Add a number of damage dice per turn and remove the lowests. 1 dice, 2, 3, 4. until the end of long rest. (this duration should still be fair, damage rerolls are not particularly attractive, I even forgot them sometimes, Soldier Origin Feat is a meh. replacing four 1s at Level 17 is not worrisome)
5. Savagery. Once per turn, add damage +1d4, +2d4, +3d4, +4d4. for 1 minute. (simply nerfed)
5. Savagery. Once per turn, add damage +2, +4, +8, +10. for 1 minute. (the average of above)
Any way, whatever you come up, my only request is you retain my dearest feature:
FOR ELIXIRS CREATED BY SPELLSLOTS, ROLL TWICE AND PICK ONE. NO MORE CHOOSING FREELY. This is what justify the buffs and scalability. And it retains the experimental flavor.
And also the switching of Elixir 1 and Restorative reagents effects of healing & thp.