Which goes back to part of my original question...has the leveling chart been shown? Do we know the number of infusions known, cantrips known, number of spell slots, etc?
No, they might get more cantrips at higher levels instead of capping off at 4 at level 14. perhaps they will gain them faster, but idk. We do not know the amount, but it is believed that it goes up to 12 infusions known and 6 infusions active. The spell slots are going to stay the same, probably.
Extra infusion, actually ramping up available attunements instead of dropping all at 20, and able to break race/class restrictions for attunement....Ok, I can live with it. I'll admit to getting so caught up in the removal of weapons and lack of spell slots, I forgot the rest of the kit. Couldn't see the forest for the trees as the saying goes.
I don't get why people call the alchemical homunculous useless. i played with it in a game and people were shocked at what it could do. Temp HP or a low flying speed in a pinch to get to a critter just above someone's reach, and a little bit of acid damage when you needed it.
as far as the flavoring is concerned... if you don't like it, don't do it. It was something to make your game more immersive and help you stand out and keep from saying "I do this" over and over again... you know, like martial characters and warlocks.
And one other thing I noticed: The artificer has access to sanctuary and a number of buff spells and some indirect battlefield control spells. let their pet do the fighting while they focus on other matters with a layer of protection. No one seems to care when most clerics take spiritual weapon and pop it at the start of every combat.
you mean the subclass that is mechanically about healing and buffing your allies? The pet that could run around separately from you and give temp HP doesn't fit without that? I would add one thing to it to make it better "You may attach a number of potions to this homonculous equal to your int modifier. the homonculous can, as an action, feed the potion to someone. If they are not unconscious, this requires their reaction." This would also imply that it can carry little things around for you, which makes it a proper assistant, which now better thematically ties it in, but all in all, I'm still happy with him.
It only 'didn't gel' for people whose idea of an alchemist is "Rick, except only for potions". It made perfect sense for people who knew what actual alchemy was/used to be, and provided a lot of interesting utility that is now entirely absent from the class.
The alchemical homunculus was removed from the Alchemist subclass and replaced with an entirely inadequate 'Experimental Elixir' ability that provides a weakened first-level spell, chosen randomly via d6, at the end of a long rest. The homunculus is now an infusion, i.e. requiring one of your precious active infusion slots, and is no longer an alchemical homunculus - it loses its alchemical abilities as it is no longer tied to the alchemist and is instead just a flittering little thing that can scratch people on occasion.
You can thank the survey results for that; apparently people hated the idea of an awesome steampunk mechanical familiar and wanted the alchemist to be about literally nothing whatsoever for the end of time except brewing potions. No fighting, no spellcasting, no exploring or adventuring, no skill or tool proficiencies outside of what was needed to make potions. Just potions. More potions. Nothing but potions. Just. Potions.
Ahhhrrggg! I liked that each artificer had a pet automatically. And who needs steam punk. it could have been a little flying mortar and pestal, or jar with wings, a minicauldron on a cloud, or some grotesque thing remenicent of golbat. grrr!
It coulda been. And you can still have it for roleplaying purposes via the Homunculus infusion if you like, but it's no longer useful for combat, exploration, or general utility. it really sucks, yeah. Alchemists got shafted hard in the final release, they're going to need some homebrew to keep up with the other two subclasses now.
A few pages ago in the thread, there was a Reddit summary of someone's preview of the final class. Information looks solid, if incomplete. We haven't seen the updated spell list (assuming it WAS updated), or much of the Infusion lists now. There's still holes in it, but we know the class features, and the Alchemist has really terrible class features until double-digit levels.
I'll say this: I thought the Alchemist that we got in the last UA was ok. It didn't interest me personally, but I thought the features checked out. And I also didn't see why everyone hated the homunculus so much. Yes, a lot of the Alchemist's combat abilities came from the homunculus's acid spit, but the homunculus could do other things. It could take the underrated Help action and it had utility buffs it could bestow. What's more, the Alchemist's features after level 3 had nothing to do with the homunculus!
Even if they got rid of the homunculus itself, I wouldn't terribly mind, as long as the utility abilities it had still existed in more or less the same form. As it is, a randomly determined potion per day is horribly underwhelming. Maybe let you start off with one random potion per day, then at a certain level, you get two and you get to decide which potions you get, then at another level you get 3.
The video is a bit disorganized, imo but has some decent info. How Roll20 got away with releasing this info in advance of anyone else is beyond me though.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I was wondering the same. There's been some content creators, and contributing artists showing their copies off, but reiterating they're under NDA and wouldn't tell of anything inside.
My idea of an alchemist is not someone who hides in the back while their random stupid pet that they made vomits acid on the bad guys for them, I suppose we have different opinons.
You'd prefer an alchemist who hides in the back, cowering in fear and doing nothing at all while their allies fight in their stead, waiting to hand out healing potions to whoever's hurt at the end of a fight?
A homunculus would have been cool if it was not the first big feature you got, the one that creates the identity of the whole subclass. The VAST majority of people did not want to be alchemists to be someone who made a pet to vomit acid and occasionally provide a bit of weak support, they wanted to be scientists/potion brewers. I am sorry that you are not in the majority of people on this. Experimental Elixir is shit. Homunculus was out of place unless you take historical accuracy into account (i remember how samurai had the ability to heal themselves in real life as well, god its great how dnd is historically accurate in its representation of real world things), and was not supported by the rest of the subclass (no improvements, no interesting things you can do with it, you just have it then it is left alone).
I would prefer an alchemist who can DO SOMETHING, but they seem to be keen on keeping it as a hiding scientist who refuses to actually get involved. I don't want homunculus, I don't want experimental elixir, I dont want an explosion potion chucker, i want a feature that is actually GOOD and shares the vision that most people actually have of an alchemist.
Which goes back to part of my original question...has the leveling chart been shown? Do we know the number of infusions known, cantrips known, number of spell slots, etc?
No, they might get more cantrips at higher levels instead of capping off at 4 at level 14. perhaps they will gain them faster, but idk. We do not know the amount, but it is believed that it goes up to 12 infusions known and 6 infusions active. The spell slots are going to stay the same, probably.
Extra infusion, actually ramping up available attunements instead of dropping all at 20, and able to break race/class restrictions for attunement....Ok, I can live with it. I'll admit to getting so caught up in the removal of weapons and lack of spell slots, I forgot the rest of the kit. Couldn't see the forest for the trees as the saying goes.
So, my two cents...
I don't get why people call the alchemical homunculous useless. i played with it in a game and people were shocked at what it could do. Temp HP or a low flying speed in a pinch to get to a critter just above someone's reach, and a little bit of acid damage when you needed it.
as far as the flavoring is concerned... if you don't like it, don't do it. It was something to make your game more immersive and help you stand out and keep from saying "I do this" over and over again... you know, like martial characters and warlocks.
And one other thing I noticed: The artificer has access to sanctuary and a number of buff spells and some indirect battlefield control spells. let their pet do the fighting while they focus on other matters with a layer of protection. No one seems to care when most clerics take spiritual weapon and pop it at the start of every combat.
It wasn't so much that it was useless, but it did not really gel with the rest of the subclass identity.
you mean the subclass that is mechanically about healing and buffing your allies? The pet that could run around separately from you and give temp HP doesn't fit without that? I would add one thing to it to make it better "You may attach a number of potions to this homonculous equal to your int modifier. the homonculous can, as an action, feed the potion to someone. If they are not unconscious, this requires their reaction." This would also imply that it can carry little things around for you, which makes it a proper assistant, which now better thematically ties it in, but all in all, I'm still happy with him.
It only 'didn't gel' for people whose idea of an alchemist is "Rick, except only for potions". It made perfect sense for people who knew what actual alchemy was/used to be, and provided a lot of interesting utility that is now entirely absent from the class.
Thanks for that, Bunsen and company.
Please do not contact or message me.
absent? what happened to my little buddy?
The alchemical homunculus was removed from the Alchemist subclass and replaced with an entirely inadequate 'Experimental Elixir' ability that provides a weakened first-level spell, chosen randomly via d6, at the end of a long rest. The homunculus is now an infusion, i.e. requiring one of your precious active infusion slots, and is no longer an alchemical homunculus - it loses its alchemical abilities as it is no longer tied to the alchemist and is instead just a flittering little thing that can scratch people on occasion.
You can thank the survey results for that; apparently people hated the idea of an awesome steampunk mechanical familiar and wanted the alchemist to be about literally nothing whatsoever for the end of time except brewing potions. No fighting, no spellcasting, no exploring or adventuring, no skill or tool proficiencies outside of what was needed to make potions. Just potions. More potions. Nothing but potions. Just. Potions.
Please do not contact or message me.
Ahhhrrggg! I liked that each artificer had a pet automatically. And who needs steam punk. it could have been a little flying mortar and pestal, or jar with wings, a minicauldron on a cloud, or some grotesque thing remenicent of golbat. grrr!
It coulda been. And you can still have it for roleplaying purposes via the Homunculus infusion if you like, but it's no longer useful for combat, exploration, or general utility. it really sucks, yeah. Alchemists got shafted hard in the final release, they're going to need some homebrew to keep up with the other two subclasses now.
Please do not contact or message me.
wait, where is all this information?
A few pages ago in the thread, there was a Reddit summary of someone's preview of the final class. Information looks solid, if incomplete. We haven't seen the updated spell list (assuming it WAS updated), or much of the Infusion lists now. There's still holes in it, but we know the class features, and the Alchemist has really terrible class features until double-digit levels.
Please do not contact or message me.
I'll say this: I thought the Alchemist that we got in the last UA was ok. It didn't interest me personally, but I thought the features checked out. And I also didn't see why everyone hated the homunculus so much. Yes, a lot of the Alchemist's combat abilities came from the homunculus's acid spit, but the homunculus could do other things. It could take the underrated Help action and it had utility buffs it could bestow. What's more, the Alchemist's features after level 3 had nothing to do with the homunculus!
Even if they got rid of the homunculus itself, I wouldn't terribly mind, as long as the utility abilities it had still existed in more or less the same form. As it is, a randomly determined potion per day is horribly underwhelming. Maybe let you start off with one random potion per day, then at a certain level, you get two and you get to decide which potions you get, then at another level you get 3.
For those interested:
https://www.youtube.com/watch?v=fuMgHdUnUko&t=233s
The video is a bit disorganized, imo but has some decent info. How Roll20 got away with releasing this info in advance of anyone else is beyond me though.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I was wondering the same. There's been some content creators, and contributing artists showing their copies off, but reiterating they're under NDA and wouldn't tell of anything inside.
My idea of an alchemist is not someone who hides in the back while their random stupid pet that they made vomits acid on the bad guys for them, I suppose we have different opinons.
You'd prefer an alchemist who hides in the back, cowering in fear and doing nothing at all while their allies fight in their stead, waiting to hand out healing potions to whoever's hurt at the end of a fight?
Please do not contact or message me.
A homunculus would have been cool if it was not the first big feature you got, the one that creates the identity of the whole subclass. The VAST majority of people did not want to be alchemists to be someone who made a pet to vomit acid and occasionally provide a bit of weak support, they wanted to be scientists/potion brewers. I am sorry that you are not in the majority of people on this. Experimental Elixir is shit. Homunculus was out of place unless you take historical accuracy into account (i remember how samurai had the ability to heal themselves in real life as well, god its great how dnd is historically accurate in its representation of real world things), and was not supported by the rest of the subclass (no improvements, no interesting things you can do with it, you just have it then it is left alone).
I would prefer an alchemist who can DO SOMETHING, but they seem to be keen on keeping it as a hiding scientist who refuses to actually get involved. I don't want homunculus, I don't want experimental elixir, I dont want an explosion potion chucker, i want a feature that is actually GOOD and shares the vision that most people actually have of an alchemist.