One thing to remember with this Coffee Barista exploit is that unlike a Coffeelock, you need a physical component for this one - in this case, an empty flask for each Wild Chemistry jankbrew you want to store up. If you're manufacturing sixteen such brews per long rest, you're going to end up with enough flaskfulls of junk that carrying them around/remembering which flask has what jankbrew in it becomes a nontrivial endeavor.
Just imagine failing a saving throw against a Shatter spell at that point.
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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 always called this AlchemBlade. I went with Warlock 3-with the Tome version to gain alll the tasty tools. Used the cantrips for useful cantrips utility mostly.
but i never wanted the crazy thing. I did just want the ability to hand stuff out. It never really felt that useful in the end though..
In retrospect, I'd probably just opt for Alch 3, Warlock 3. Arcane Archer 3. and then figure out from there. Using a Bow-or GM willing a Alchemical Revolver for funsies.
Weird. not terribly useful. But a lot of fun flavor for it.
Honestly, that's solved by using an infusion on Bag of Holding.
Have a bandolier with pots so you're not wasting an action to get stuff in combat. Different lids for each type of elixir by touch.
Shatter would suck but my alchemist only has 8 pots openly on him and dozens and dozens in the bag.
Zhem, usefulness is going to be group dependent. I play mine in a three person party. Cavalier Fighter and Sheppard Druid.
I'm the healer/rogue so plenty useful searching and disarming traps and near unlimited healing pots means the druid can focus on being our caster/controller.
Also with Tome Lock I get to be our ritual caster, identifier, and with certain skills our scholar and info gathering guy.
Bonus points is that it fits quite well to actually being coffee themed. You can use brewing supplies (potentially reskinned for coffee brewing) and fill novelty coffee mugs instead of flasks.
Their Warlock Patron is the mighty Starbuck. A celestial reindeer with an inexplicable omnipresence replacing local cafes and spawning new cafe temples all throughout the world. Each temple and brew is emblazoned with the logo and branded as "Starbuck's" so they know from whom the endless blessings flow.
Also Catnap is an artificer spell... so a 5th level Warlock, 3rd Level Artificer(Alchemist) could brew a cappuccino every 10 minutes without limit.
I might actually incorporate the "Starbuck" thing as lore into my worldbuilding project "Steigradn (Starbuck, in the world's language) the Vigilant, patron saint of coffee." Would be an excellent opportunity to incorporate religious elements into the commerce of this world.
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Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
I would still recommend adding in 2 levels of Sorcerer. That way you can convert 1 higher level Warlock spell slot into multiple lower level slots for more Elixirs/SR.
"Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest."
So just as a note until you are level 5 sorcerer you will just waste the extra points of level 5 spells converted to sorcery points.
I've done something similar with an Artillerist to have extra cannons. Two level dip into Warlock. Pack magic for two slots, 2 invocation for Eldric Blast for more pew pew (wish that the Arcane Fire Arm would work with it but oh well). Went Genie for the potable workshop (Genie bottle). Would likely pick up Pack of the Chain for Familiar shenanigans.
Sure I am not making potion and all but 1 protector turret can heal more the 4800 temporary hit points per hour so have two extra per short rest is sweet.
I've done something similar with an Artillerist to have extra cannons. Two level dip into Warlock. Pack magic for two slots, 2 invocation for Eldric Blast for more pew pew (wish that the Arcane Fire Arm would work with it but oh well). Went Genie for the potable workshop (Genie bottle). Would likely pick up Pack of the Chain for Familiar shenanigans.
Sure I am not making potion and all but 1 protector turret can heal more the 4800 temporary hit points per hour so have two extra per short rest is sweet.
It can only heal 4800 THP if you take 4800 damage at the same rate ot heals.
If we assume you have 18 INT, combat lasts 3 rounds average, you roll average, average 2.5 party member getting the THP, and an average of half the party loses their THP each turn: that is an average of 32 damage prevented by the THP.
Which isn't bad. You'd have a hard time getting that from any level 1 spell.
I've done something similar with an Artillerist to have extra cannons. Two level dip into Warlock. Pack magic for two slots, 2 invocation for Eldric Blast for more pew pew (wish that the Arcane Fire Arm would work with it but oh well). Went Genie for the potable workshop (Genie bottle). Would likely pick up Pack of the Chain for Familiar shenanigans.
Sure I am not making potion and all but 1 protector turret can heal more the 4800 temporary hit points per hour so have two extra per short rest is sweet.
It can only heal 4800 THP if you take 4800 damage at the same rate ot heals.
If we assume you have 18 INT, combat lasts 3 rounds average, you roll average, average 2.5 party member getting the THP, and an average of half the party loses their THP each turn: that is an average of 32 damage prevented by the THP.
Which isn't bad. You'd have a hard time getting that from any level 1 spell.
Agreed.. but you can also start and end combat with these temporary hitpoints by summoning it early in the day, and once combat is over, make sure everyone gets the max temporary HP. It's a pocket Twilight Cleric. I've even gone as far as to make a Barbarian/ Artillerest build, that uses a tiny "Healing Cannon" in his back pocket.
I've done something similar with an Artillerist to have extra cannons. Two level dip into Warlock. Pack magic for two slots, 2 invocation for Eldric Blast for more pew pew (wish that the Arcane Fire Arm would work with it but oh well). Went Genie for the potable workshop (Genie bottle). Would likely pick up Pack of the Chain for Familiar shenanigans.
Sure I am not making potion and all but 1 protector turret can heal more the 4800 temporary hit points per hour so have two extra per short rest is sweet.
It can only heal 4800 THP if you take 4800 damage at the same rate ot heals.
If we assume you have 18 INT, combat lasts 3 rounds average, you roll average, average 2.5 party member getting the THP, and an average of half the party loses their THP each turn: that is an average of 32 damage prevented by the THP.
Which isn't bad. You'd have a hard time getting that from any level 1 spell.
Agreed.. but you can also start and end combat with these temporary hitpoints by summoning it early in the day, and once combat is over, make sure everyone gets the max temporary HP. It's a pocket Twilight Cleric. I've even gone as far as to make a Barbarian/ Artillerest build, that uses a tiny "Healing Cannon" in his back pocket.
My calculations were made assuming that they were being added every round of combat (including the first). If you are only doing it before combat and not during, that decreases the average to about 17 based on the factors I used
I've done something similar with an Artillerist to have extra cannons. Two level dip into Warlock. Pack magic for two slots, 2 invocation for Eldric Blast for more pew pew (wish that the Arcane Fire Arm would work with it but oh well). Went Genie for the potable workshop (Genie bottle). Would likely pick up Pack of the Chain for Familiar shenanigans.
Sure I am not making potion and all but 1 protector turret can heal more the 4800 temporary hit points per hour so have two extra per short rest is sweet.
It can only heal 4800 THP if you take 4800 damage at the same rate ot heals.
If we assume you have 18 INT, combat lasts 3 rounds average, you roll average, average 2.5 party member getting the THP, and an average of half the party loses their THP each turn: that is an average of 32 damage prevented by the THP.
Which isn't bad. You'd have a hard time getting that from any level 1 spell.
Agreed.. but you can also start and end combat with these temporary hitpoints by summoning it early in the day, and once combat is over, make sure everyone gets the max temporary HP. It's a pocket Twilight Cleric. I've even gone as far as to make a Barbarian/ Artillerest build, that uses a tiny "Healing Cannon" in his back pocket.
My calculations were made assuming that they were being added every round of combat (including the first). If you are only doing it before combat and not during, that decreases the average to about 17 based on the factors I used
No.no. your first calc's would be best. The character used it in battle but also before hand. When the party takes a short rest, he summons a healing turret with pact magic.. during the rest all characters get the max THP and the Artillerist gets the pack magic slot back.
On our table we stop for a short rest mostly after two encounters, and average two per day. which happens to be the same number of pact slots the character has. Add in the free summon per long rest and; 3,+2+2 =7 (+spell slots) turrets per day. At higher levels when he can summon two at once, that's quite the number of pew pews.
Well I guess I'm here to keep this alive and add some flavor. I had a dwarf on his way to do this very thing. I'm glad to see some others had the same idea. calc and strats with it? I don't see the use in that since its the Dm's discretion if it even happens. truthfully, I'd have a running level of exhaustion if I wanted to do this and the DM needed to tax it. This made sense bc my dwarf was an actual alcoholic. He mistook the genie bottle for a whiskey glass in a junk heap while on a bender from his Art master. That is how became a warlock. He wasn't much for fighting but being to dish out potions with effects HE COULD PICK(RAW) and then throwing the improve weapons to his allies was an oddly fulfilling task to do in the party.
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Just imagine failing a saving throw against a Shatter spell at that point.
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 always called this AlchemBlade. I went with Warlock 3-with the Tome version to gain alll the tasty tools. Used the cantrips for useful cantrips utility mostly.
but i never wanted the crazy thing. I did just want the ability to hand stuff out. It never really felt that useful in the end though..
In retrospect, I'd probably just opt for Alch 3, Warlock 3. Arcane Archer 3. and then figure out from there. Using a Bow-or GM willing a Alchemical Revolver for funsies.
Weird. not terribly useful. But a lot of fun flavor for it.
Honestly, that's solved by using an infusion on Bag of Holding.
Have a bandolier with pots so you're not wasting an action to get stuff in combat. Different lids for each type of elixir by touch.
Shatter would suck but my alchemist only has 8 pots openly on him and dozens and dozens in the bag.
Zhem, usefulness is going to be group dependent. I play mine in a three person party. Cavalier Fighter and Sheppard Druid.
I'm the healer/rogue so plenty useful searching and disarming traps and near unlimited healing pots means the druid can focus on being our caster/controller.
Also with Tome Lock I get to be our ritual caster, identifier, and with certain skills our scholar and info gathering guy.
label them, and use a bag of holding
I might actually incorporate the "Starbuck" thing as lore into my worldbuilding project "Steigradn (Starbuck, in the world's language) the Vigilant, patron saint of coffee." Would be an excellent opportunity to incorporate religious elements into the commerce of this world.
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
I also do homebrew, check out my Spells and Magic Items
"That is not dead which can eternal lie, and with strange eons, even death may die"
"Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest."
So just as a note until you are level 5 sorcerer you will just waste the extra points of level 5 spells converted to sorcery points.
I love this idea. Have a Tabaxi look like Bill the Cat absolutely fried on caffeine
I've done something similar with an Artillerist to have extra cannons. Two level dip into Warlock. Pack magic for two slots, 2 invocation for Eldric Blast for more pew pew (wish that the Arcane Fire Arm would work with it but oh well). Went Genie for the potable workshop (Genie bottle). Would likely pick up Pack of the Chain for Familiar shenanigans.
Sure I am not making potion and all but 1 protector turret can heal more the 4800 temporary hit points per hour so have two extra per short rest is sweet.
It can only heal 4800 THP if you take 4800 damage at the same rate ot heals.
If we assume you have 18 INT, combat lasts 3 rounds average, you roll average, average 2.5 party member getting the THP, and an average of half the party loses their THP each turn: that is an average of 32 damage prevented by the THP.
Which isn't bad. You'd have a hard time getting that from any level 1 spell.
Agreed.. but you can also start and end combat with these temporary hitpoints by summoning it early in the day, and once combat is over, make sure everyone gets the max temporary HP. It's a pocket Twilight Cleric. I've even gone as far as to make a Barbarian/ Artillerest build, that uses a tiny "Healing Cannon" in his back pocket.
My calculations were made assuming that they were being added every round of combat (including the first). If you are only doing it before combat and not during, that decreases the average to about 17 based on the factors I used
No.no. your first calc's would be best. The character used it in battle but also before hand. When the party takes a short rest, he summons a healing turret with pact magic.. during the rest all characters get the max THP and the Artillerist gets the pack magic slot back.
On our table we stop for a short rest mostly after two encounters, and average two per day. which happens to be the same number of pact slots the character has. Add in the free summon per long rest and; 3,+2+2 =7 (+spell slots) turrets per day. At higher levels when he can summon two at once, that's quite the number of pew pews.
Well I guess I'm here to keep this alive and add some flavor.
I had a dwarf on his way to do this very thing. I'm glad to see some others had the same idea. calc and strats with it? I don't see the use in that since its the Dm's discretion if it even happens. truthfully, I'd have a running level of exhaustion if I wanted to do this and the DM needed to tax it. This made sense bc my dwarf was an actual alcoholic. He mistook the genie bottle for a whiskey glass in a junk heap while on a bender from his Art master. That is how became a warlock. He wasn't much for fighting but being to dish out potions with effects HE COULD PICK(RAW) and then throwing the improve weapons to his allies was an oddly fulfilling task to do in the party.