Hello! First time here, and I thought I’d share a fun idea for those who (like me) love the flavor of the Alchemist Artificer but are sick and tired of homebrewing solutions just to make it remotely viable. Well, here’s what I concocted a couple of weeks ago! Feel free to share your thoughts—whether it’s a word of praise or constructive criticism. This build is purely theoretical at this stage, but I’ll be bringing it to a non-official game pretty soon.
The Concept:
The idea is to play a full Alchemist character—no multiclassing. This isn’t a min-maxing guide, nor is it optimized for a level 20 long-term campaign (most campaigns I play end around tier 3, so I’m not thinking much past level 13–15). Since this is primarily a support-focused build, I recommend discussing with your DM for viability, and check with fellow players what they’re bringing to the campaign to ensure synergy.
Stat Considerations:
I won’t go too deep into stat distribution, as I like the idea that anyone can play this build with their favorite race and starting ASI. However, here’s what to keep in mind:
INT 15 – Because we’ll take a half-feat at level 4.
WIS 14 – For the same half-feat.
CHA 12+ – If no one else in the party has high CHA, we should have proficiency in Persuasion to maximize support.
STR 14 / DEX 10 – If using heavy armor. Alternatively, swap them—DEX 14 / STR 10—if going for a different fighting approach.
CON 10 – Base proficiency helps.
Early Combat (Levels 1–2):
Guidance for skill checks, Fire Bolt for ranged attacks.
Pick whatever spells suit your playstyle—I recommend Cure Wounds, Catapult, Fairy Fire, or Sanctuary.
High STR helps with Grapples and Shoves, high DEX helps with range attacks and higher AC & initiative (allowing for a better use of melee cantrips if that's your thing. I'll discuss better later, but Disarm is also an option in either case.
Infusions at level 2 offer flexibility: Mind Sharpener is great for concentration spells, while Replicate Item is fantastic (Alchemy Jug for two free acid vials daily, or any other option). Homunculus is useful if you have the GP, and Spellwrought Tattoo (Bless) is excellent.
You can also craft infusions for your party, maximizing utility (+1 items, or even goggles for darkvision—there’s really no bad choice here).
Level 3—The Alchemist’s Challenge:
At level 3, we take Alchemist and gain access to up to four Experimental Elixirs per long rest. While great for utility, some elixirs clash with action economy if using PHB 2014 potion rules. RAW, a Homunculus can’t administer elixirs, which makes things tricky for the Alchemist.
Level 4—The Power of Observant:
This is where our level 4 feat—Observant—really shines. We boost INT to 16 and gain a +5 bonus to Passive Investigation and Passive Perception.
Pre-Combat Utility (Levels 5+):
At level 5, your Alchemist will have 21 Passive Investigation and 20 Passive Perception—which is massive. You’ll also be able to spend four level 1 spell slots on elixirs while still retaining two level 2 slots.
Before a boss fight, make sure your party drinks Resilience and Boldness elixirs. When dungeon crawling or traveling through dangerous terrain, let your DM know you’re constantly scanning for threats—binoculars can help! Thanks to Observant, you’ll rarely be caught off guard by large groups of enemies without giving your party ample time to prepare. The best way to consume elixirs is always before a combat and Observant is the best feat to ensure this happens most of the times (at the DM's discretion!).
Combat Tactics:
Since many spell slots will be spent crafting elixirs, what does the Alchemist do during battle? Plenty:
If you invested in STR, focus on grappling, shoving, or disarming (imagine slapping an enemy’s arcane focus out of their hands—priceless!).
If you invested in DEX, disarming still works (using DMG rules), but now you can also throw consumables as improvised weapons (acid from your Alchemy Jug?) and use nets and manacles effectively!
Cantrips remain a solid offensive option.
A Spellwrought Tattoo grants extra spell flexibility.
Always keep a few spell slots open for Healing Word or utility spells—strategic support is key!
The Bizchemist—Making Gold Outside Combat:
This is where the build really shines.
If your party isn’t drinking your elixirs, maybe rich NPCs will! Use short/long rests or downtime to market your potions. Sell your elixirs at competitive prices (if your DM allows it). Since the D&D economy allows players to sell goods at half market price, elixirs offer a great source of revenue.
With Observant, you can pinpoint high-quality customers at marketplaces, taverns, or even campsites. "Sherlock" your NPCs into discussing business, lend a compassionate ear to their everyday needs, and land your rehearsed elevator pitch! Your DM might let dice rolls decide, or they could fully immerse you in roleplaying scenarios, such as:
A villager needs a Potion of Flight because their cat is stuck in a tree.
A fisherman wants Alter Self to grow gills and reach deep-sea barnacles.
A noble seeks Boldness before dueling a rival at court.
If your CHA is low, “hire” a party member to sell on your behalf. Otherwise, run your own sole trader business! This required open communication with your DM as this may not be their cup of tea, or they might want to run a campaign less centered around "slice of life scenarios".
Scaling the Bizchemist:
Trading spell slots for gold is an insanely profitable system. Many other character concepts may be using artisan tools to make jewels, trinkets or other goods for trading (and you may also lean into that, with the insanely flexible artificer!), but potions and elixirs have the potential to sell for really good money and the alchemist is the only subclass to just "make" tangible magic items essentially for free! Also don't forget, you can diversify your offer just by using your Alchemy Jug daily!
Even if an elixir sold for around 10GP per item (a very low price for some online guides), that is plenty to fund your party with all sorts of supplies, equipment and commodities down the line! Princing, bargaigning, haggling and even taxing must be discussed with the DM so to not break the whole worldbuilding and general economy, and depending on how often one is allowed to play merchant in between missions.
The more you level up, the more elixirs you'll be able to produce! At level 6, you can craft a Spell Refueling Ring, and your free random elixirs increase with levels 6 and 15!
Your utility also improves through Flash of Genius, Restorative Reagents, Magic Item Adept, and later, Spell-Storing Item (level 11), which effectively gives you 10 spell slots and 3–4 free casts per day.
Customization & Playstyle:
The Bizchemist can evolve in many ways once you get your next ASI. You could get your INT all the way up to 18, or specialize your build even further:
Merchant feats: Skilled, Prodigy (enhancing business skills).
By level 11, Spell-Storing Item ensures even fewer spell slot limitations—so there’s plenty of room for tailoring. Don't forget you may also still have your Spellswrought Tattoo if needed.
Final Thoughts:
At its core, this build embraces the Alchemist’s merchant potential. Rather than struggling against Experimental Elixirs’ awkward action economy, you sell potions to NPCs, support your party through tactical preparation, and scout to keep everyone safe. It's a creative build that relies a lot on the collaborative communication between DM and players, and it can be a lot of fun in heavy RP sessions! And still, it doesn't sacrifice too much combat power to be downright useless. But never forget, with the "Bizchemist" daily bargains are your real battleground!
AND REMEMBER: The best elixirs are the ones consumed ahead of time—OR sold for gold at the market!
Hello! First time here, and I thought I’d share a fun idea for those who (like me) love the flavor of the Alchemist Artificer but are sick and tired of homebrewing solutions just to make it remotely viable. Well, here’s what I concocted a couple of weeks ago! Feel free to share your thoughts—whether it’s a word of praise or constructive criticism. This build is purely theoretical at this stage, but I’ll be bringing it to a non-official game pretty soon.
The Concept:
The idea is to play a full Alchemist character—no multiclassing. This isn’t a min-maxing guide, nor is it optimized for a level 20 long-term campaign (most campaigns I play end around tier 3, so I’m not thinking much past level 13–15). Since this is primarily a support-focused build, I recommend discussing with your DM for viability, and check with fellow players what they’re bringing to the campaign to ensure synergy.
Stat Considerations:
I won’t go too deep into stat distribution, as I like the idea that anyone can play this build with their favorite race and starting ASI. However, here’s what to keep in mind:
INT 15 – Because we’ll take a half-feat at level 4.
WIS 14 – For the same half-feat.
CHA 12+ – If no one else in the party has high CHA, we should have proficiency in Persuasion to maximize support.
STR 14 / DEX 10 – If using heavy armor. Alternatively, swap them—DEX 14 / STR 10—if going for a different fighting approach.
CON 10 – Base proficiency helps.
Early Combat (Levels 1–2):
Guidance for skill checks, Fire Bolt for ranged attacks.
Pick whatever spells suit your playstyle—I recommend Cure Wounds, Catapult, Fairy Fire, or Sanctuary.
Infusions at level 2 offer flexibility: Mind Sharpener is great for concentration spells, while Replicate Item is fantastic (Alchemy Jug for two free acid vials daily, or any other option). Homunculus is useful if you have the GP, and Spellwrought Tattoo (Bless) is excellent.
You can also craft infusions for your party, maximizing utility (+1 items, or even goggles for darkvision—there’s really no bad choice here).
Level 3—The Alchemist’s Challenge:
At level 3, we take Alchemist and gain access to up to four Experimental Elixirs per long rest. While great for utility, some elixirs clash with action economy if using PHB 2014 potion rules. RAW, a Homunculus can’t administer elixirs, which makes things tricky for the Alchemist.
Level 4—The Power of Observant:
This is where our level 4 feat—Observant—really shines. We boost INT to 16 and gain a +5 bonus to Passive Investigation and Passive Perception.
Pre-Combat Utility (Levels 5+):
At level 5, your Alchemist will have 21 Passive Investigation and 20 Passive Perception—which is massive. You’ll also be able to spend four level 1 spell slots on elixirs while still retaining two level 2 slots.
Before a boss fight, make sure your party drinks Resilience and Boldness elixirs. When dungeon crawling or traveling through dangerous terrain, let your DM know you’re constantly scanning for threats—binoculars can help! Thanks to Observant, you’ll rarely be caught off guard by large groups of enemies without giving your party ample time to prepare.
The best way to consume elixirs is always before a combat and Observant is the best feat to ensure this happens most of the times (at the DM's discretion!).
Combat Tactics:
Since many spell slots will be spent crafting elixirs, what does the Alchemist do during battle? Plenty:
If you invested in STR, focus on grappling, shoving, or disarming (imagine slapping an enemy’s arcane focus out of their hands—priceless!).
If you invested in DEX, disarming still works (using DMG rules), but now you can also throw consumables as improvised weapons (acid from your Alchemy Jug?) and use nets and manacles effectively!
Cantrips remain a solid offensive option.
A Spellwrought Tattoo grants extra spell flexibility.
Always keep a few spell slots open for Healing Word or utility spells—strategic support is key!
The Bizchemist—Making Gold Outside Combat:
This is where the build really shines.
If your party isn’t drinking your elixirs, maybe rich NPCs will! Use short/long rests or downtime to market your potions. Sell your elixirs at competitive prices (if your DM allows it). Since the D&D economy allows players to sell goods at half market price, elixirs offer a great source of revenue.
With Observant, you can pinpoint high-quality customers at marketplaces, taverns, or even campsites. "Sherlock" your NPCs into discussing business, lend a compassionate ear to their everyday needs, and land your rehearsed elevator pitch! Your DM might let dice rolls decide, or they could fully immerse you in roleplaying scenarios, such as:
A villager needs a Potion of Flight because their cat is stuck in a tree.
A fisherman wants Alter Self to grow gills and reach deep-sea barnacles.
A noble seeks Boldness before dueling a rival at court.
If your CHA is low, “hire” a party member to sell on your behalf. Otherwise, run your own sole trader business! This required open communication with your DM as this may not be their cup of tea, or they might want to run a campaign less centered around "slice of life scenarios".
Scaling the Bizchemist:
Trading spell slots for gold is an insanely profitable system. Many other character concepts may be using artisan tools to make jewels, trinkets or other goods for trading (and you may also lean into that, with the insanely flexible artificer!), but potions and elixirs have the potential to sell for really good money and the alchemist is the only subclass to just "make" tangible magic items essentially for free! Also don't forget, you can diversify your offer just by using your Alchemy Jug daily!
Even if an elixir sold for around 10GP per item (a very low price for some online guides), that is plenty to fund your party with all sorts of supplies, equipment and commodities down the line! Princing, bargaigning, haggling and even taxing must be discussed with the DM so to not break the whole worldbuilding and general economy, and depending on how often one is allowed to play merchant in between missions.
The more you level up, the more elixirs you'll be able to produce! At level 6, you can craft a Spell Refueling Ring, and your free random elixirs increase with levels 6 and 15!
Your utility also improves through Flash of Genius, Restorative Reagents, Magic Item Adept, and later, Spell-Storing Item (level 11), which effectively gives you 10 spell slots and 3–4 free casts per day.
Customization & Playstyle:
The Bizchemist can evolve in many ways once you get your next ASI. You could get your INT all the way up to 18, or specialize your build even further:
Combat feats: Poisoner, Healer, Tavern Brawler, GWM (bonus action optimization).
Merchant feats: Skilled, Prodigy (enhancing business skills).
By level 11, Spell-Storing Item ensures even fewer spell slot limitations—so there’s plenty of room for tailoring. Don't forget you may also still have your Spellswrought Tattoo if needed.
Final Thoughts:
At its core, this build embraces the Alchemist’s merchant potential. Rather than struggling against Experimental Elixirs’ awkward action economy, you sell potions to NPCs, support your party through tactical preparation, and scout to keep everyone safe. It's a creative build that relies a lot on the collaborative communication between DM and players, and it can be a lot of fun in heavy RP sessions! And still, it doesn't sacrifice too much combat power to be downright useless.
But never forget, with the "Bizchemist" daily bargains are your real battleground!
AND REMEMBER: The best elixirs are the ones consumed ahead of time—OR sold for gold at the market!