Yeah not easy to rip, DC 17 str 2hp for both Silk and Hemp- and exactly half the weight. depending on the levels, most monsters will have decent strength, or they'll have claws and teeth, and humanoids most would have some sort of blade, or various magics, some folks some decent str. etc. Unless being a magical item makes the durability/for cutting/chewing stronger? 2hp isn't terribly difficult. assuming I understand mechanics of breaking items correctly. Which I wouldn't be surprised if I'm wrong, still learning the system.
(but the niftiness about the set up of using it via infusion is that aslong as you mend the rope together you can remake the magic item the next day! Also its just useful for exploration!)
Yeah not easy to rip, DC 17 str 2hp for both Silk and Hemp- and exactly half the weight. depending on the levels, most monsters will have decent strength, or they'll have claws and teeth, and humanoids most would have some sort of blade, or various magics, some folks some decent str. etc. Unless being a magical item makes the durability/for cutting/chewing stronger? 2hp isn't terribly difficult. assuming I understand mechanics of breaking items correctly. Which I wouldn't be surprised if I'm wrong, still learning the system.
(but the niftiness about the set up of using it via infusion is that aslong as you mend the rope together you can remake the magic item the next day! Also its just useful for exploration!)
Further note, the Rope of Climbing's description states that it has 20 AC, 20 HP, auto heals 1 hp every 5 minutes if it has at least 1 HP, and can hold up to 3000 lbs. I'm not entirely sure how that translates into a Strength DC to break it but it seems clearly meant to be more difficult to break than your average silk rope. But like you said, with it as an infusion it's not too much trouble to just mend it then redo the infusion next day. Plus it makes a thematic spellcasting focus for thorn whip and rope trick.
Ooh I completely missed the stat block when I did a hover preview on dndbeyond. I really quite like that item. One I'd rarely considered previously. But will probably swap something out now~
(as a completely sidenote I find myself wishing Artificres had a spell that let them create an Infusion temporarily. Like it'd exist for an hour or something per spell level used. and only for Infusions you know. Though that could easily get messy or just be a better use than some buff spells, etc. )
So I can see how it comes up a little short in comparison to the other two archetypes. Artillerists gain eldritch cannons that as a Bonus Action provide THPs or attacks, Battlesmiths have their Steel Defender and also gain extra attack to allow for a melee-orientated build. Alchemists, on the other hand, get a bottle of random fun. I'll note I've played a few sessions of alchemist and artillerist, but not battlesmith so far (no multiclassing on either).
It's most likely that artillerists and alchemists are going to rely on cantrips for base things during combats, both eventually gaining damage bonuses to keep up a little bit. A homunculus can add a little bit for an alchemist (as it's a bonus action effect that conflicts with the artillerist/battlesmith controlling their robo-pets), but the bonus spells for alchemist (outside of Death Ward) don't benefit from its extending range.
So to answer what does my alchemist do, they hurl vials of acid as a default. They are a secondary support alongside a evocation wizard and forge cleric in the party, so their focus outside of that is support spells and healing. Given they get Healing Word it works well to add x2 INT mod to it as a bonus action, then supply support with things like Faerie Fire, Aid, and the occasional ranged damage with Ray of Sickness, Flaming Sphere, etc. (My alchemist is lowish level, so haven't tried beyond 1st-5th level stuff). The bonus applied from Alchemical Savant does aid a little bit, so your cantrips pull ahead a little to begin with. However, some variations of pure casters gain this ability later on too. They also carry a couple of ranged weapons for when acid doesn't work too well, or the creature has spell resistance abilities.
At lower levels 1-5 I've found using aSling with Magic Stone to be prettttyy awesome. Wel magic stone in general, but also a Sling for when you want to try further than 60ft at disadvantage. 1d6+int is great before lv 5. Very consistent.
I've found myself using ray of sick more than flaming sphere.. b ut that's got more to do with the dynamics of the groups I've played with. That Poisoned condition being a useful debuff in that moment. (Also Flaming Sphere competees with the other concentrations like Faerie Fire. WHich is just a great spell)
Alchemist is pretty consistent damage you can reliably execute. Great at making other's peppier
As I said earlier, however, the artillerist often ends up going with protector cannon for the temp hit points instead of the bonus damage. At lower levels the artillerist loses actions to mending the cannon in combat to help keep it from getting destroyed. That's less of an issue as the hit points increase later because it's easy to top up hit points using the cantrip after the fights. Using mending in combat and protector both drop damage output from the artillerist.
RAW Mending has a casting time of one minute. If you're casting it in combat it's costing you 10 entire rounds not just one action. It effectively takes the artillerist out of the dang fight not really worth it except in very specific combat encounters where it was already unnecessary for the artillerist to be attacking.
I've started ignoring the + damage portion (still using for healing) of the lv 5 ability. and took a few steps.
I snagged sSpell Sniper Wizard, and got Chill Touch from it. Then for my own cantrips, I got Thorn whip, and Guidance (and will snag Bonfire or Acid splash or frostbiteas a Save one).
I've been having a loot more fun. Chill touch is just fun because it prevents enemy abilities- I feel useful. Also the silly range (120 + spell sniper) is nice. With Thorn Whip, i get 30 (60 with sniper) pull effect. Which I can use to save friends, or set up enemies, pulling a guy off the wall once as well was fun. Havent had to, but realize I could do it to an ally to help them disengage.. it doens't do much damage really. In general, damage isn't great but thats fine enough. Shocking grasp would probably also gbe enjoyable but so far thorn whips been a better call for me. (I can't help myself disengage with it though but I have decent ac)
I ultimately feel like the level 5 ability was making me pigeon hole myself into using "just with that buff" stuff. It kind of sucks to just ignore, but my personal quality of life has gone up with doing so. I'll still pull my tools out on occasion with the right spell, but its nice not having to carry them around for basic attacks. Lets me use healer kits, premade elixirs, etc.
I've actually gotten my party out of fight once just using Magical Tinkering and a deception roll. Tricked a few goblins that their boss was ordering them to stop fighting and let us through. Other than that, I just heal them or spam cantrips (but that's boring) so I get a little creative and craft a few bombs and alchemist fires with all these tool proficiencies I've got and chuck them at the enemy during combat. I've also used, spare the dying to stabilize a friend then 1BA with a 2nd level healing word to heal him to half health.
The artificer, I believe, heavily encourages creativity sinc, such is the nature of an artificer. Using both scientific/magical and creative intelligence to gain the advantage. Just as a wizard prepares spells during a long rest, an artificer will consume spell slots to gain advantage on crafting rolls. This is how an artificer prepares for combat.
As an alchemist, you're the supporting role. WHen you aren't healing or casting things like guidance or magic weapon, you're chucking crafted items at enemies.
it was a boss fight, we had our first encounter with the lord of blades and our headstrong monkbarian went in thinking he could rage it out. Yeah spare him to keep him from dying on death saves. He already had two fails and I really had to spread my spell slots thin, we didn't have any other healer. We were a monk/barb, an artificer artillerist, a bard/lock and a ranged fighter, then me the lone alchemist. Our monk/barb couldn't get away from the gang bang lest he risk opp attack so we had to kill the lord of blades' lackeys with a bomb with the monk right in between them. So I get the guy down to dying state, kill 3 out of 4 warforged warriors, heal him and still get wiped. Turns out we were supposed to lose that fight and that the lord of blades was going to leave us to "die" but we get saved by this valenar elf priestess.
We have our own rulings for crafting items. The RAW for crafting in the phb are ridiculous... if we followed that, it would take 1 workweek just to craft 1 bomb assuming i had help from one of the party. If its consumables like bombs, potions, acids, we limit it to one consumable item per day during a long rest. We assume that crafting such a small item given my proficiencies with so many tools shouldn't be considered as a strenuous task that'll take forever or even prevent me from getting rest during a long rest.
Sorry to necro this post, I drop in and out of surfing the forum and usually miss the posts I'd love to get in on.
I love my Alchemist and and haven't yet found myself bored in combat. My usual tactic is round one to cast any of the applicable concentration spells, usually Haste on the Fighter:Brute in the party, then Sanctuary on myself. The rest of the battle is usually me running around the battlefield using the Help (under the cover of Sanctuary) for the Brute or the Arcane Trickster if she hasn't cast anything yet and using my SSI for 12x Cure Wounds where needed (as it's triggering a non magical item, not casting a spell). On turns where Help isn't needed, I'm more than happy to explore the battlefield checking for reason why enemy is doing, guarding or needing a thing, keeping a look out for more inbound enemies or searching for hidden exits or items to give us the upper hand. Rarely do I take an offensive action, unless its Web, Grease, Pyrotechnics, etc or slide a premade bear trap* across the floor. I use actions to administer potions (Experimental Elixirs and other wondrous potions) via a syringe I made (just reflavoured the concept of me pouring it down a conscious allies gullet). I see myself more of the pit crew of our party than a combatant during battle.
*In my downtime, I often make bear traps/bombs out of the door or chest traps I disarm and disassemble in dungeons or keeps using the Xanathar's Tool Proficiencies and Crafting an Item rules to set the save DC (my best trap so far had a DC of 31) and Im allowed to use any spell I have slots remaining to imbue in the trap (so that DC31 bear trap I made had a lvl3 Melf's Acid Arrow in it).
N.B. Excuse me for using this post to teach myself the spell linking coding! haha
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
Depending in the iniciative on the fight, the alchemist should spend 1 round imbuing his/her weapon with Holy / Poison / Dark, and then BLAMMM..... fire at will !!!
Or at least if the Alchemist have at least enough potions to be thrown "AT WILL" to the enemies, then the rest is easy.............
Currently a level 6 alchemist, and considering the composition of my group, I am the designated main healer. in the first turn I normally cast a concentration spell like Web or Faerie Fire to help my allies. Otherwise most of my turns I spend it casting Acid Splash and Healing word to either bring them back or keep them at a relatively safe level. The level 5 feature that boosts healing makes Healing Word amazingly consistent. As such, I don't feel the need for a homunculus (since I'm using my bonus actions for healing) so I'm considering removing "mending" from my cantrips and replacing it with guidance. When the battle appears to be ending, I might start using Acid Arrow or Ray of Sickness to throw in some extra damage.
Aside from that, infusions are your friend. If you imbue your own weapon with Radiant Weapon, you can become hella useful with blinding enemies. Or a repulsion shield if you're trying to protect yourself from melee enemies. I've also considered boots of the winding path, to run at the enemy, and try a sleight of hand (to steal something), and teleport back.
So far I have been building weapons and infusions for my party members as well as making the random elixir here and there but will say it is not a bad class to multi with I have one level in warlock and one in rouge but so far have made a Tesla gun and currently working on a electric powered mech
Having now played an alchemist to 9th level. I can say the best thing I did for in combat for all 9 levels was to cast Faerie Fire.
Standard campaign so no downtime to actually build anything. Combat support I was useless, the group had a paladin and a bard. I basically cast faerie fire and ran and hid. Occasionally I'd cast grease. Damage output was bad (cantrip, spells or weapon), support was bad and not needed due to the group having a bard and a paladin. When I went melee, I'd invariably drop to 0 HP quickly or run away after 1 or 2 hits (usually at less than 1/2 HP). Either option was very frustrating.
I initially picked Alchemy Jug as an infusion thinking it may be useful, especially being an alchemist, but only got to use it once. The DM did let me cheese it and sell vials of acid so I'd have enough gold to buy the crystal needed for a Homunculus Servant. Which turned out to be pointless as I ended up using Mind Sharpener for con saves, I tried a few other options for the 2nd infusion, some for me some to equip party members, (+1 Shield/armor, repeating crossbow, goggles of night, rope of climbing). Then finally Boots of the Winding Path at 6th level to give me additional run away options.
Not being able to switch infusion when needed, or at least on a short rest is annoying. I'd like to have say 2 options available and the infuse at some point during the day when you know what is needed. Especially since you're limited to such a small number and infusions known can only change at level up, which is also frustrating.
One other note: All the experimental elixirs were garbage. There wasn't a single time out of 9 levels that they mattered at all, and certainly no point where they were worth a spell slot.
At base, I am the defibrillator to jump-start our Life cleric back on his feet to wash up with huge healing spells. (We are a party of around 10 people btw. And healing is shared between me and the Life cleric only)
If my Cleric is in relative safety, I try to position myself to be safe while able to react to situations (keep ppl in my Flash of Genius Range or stay within range of party members if I need to deliver potions/Experimental Elixirs/Touch spells) I have the broom of flying as one of my Magical items. It has been so useful. zipping around as a mobile-first responder.
Homunculus Servant is something I use often. Provide some free damage with each round (gotta utilise those BA). or just be a second hand. It can deliver touch spells (usually position my homunculus on the other side of the map in case I can't get there in time for touch spells.
Since entering Tier 3 with my Alchemist (currently level 12), I tend to fall back as the battle surveyor/operator of the battle. If there is a puzzle in the room that needs solving or a status we need to break it to prevent more enemies from teleporting into the fight. That is my ALchemist's job.
Nonetheless, as an Alchemist (and by extension other Artificers) your strength lies in preparation at dawn. Your choice of spells and infusions (these are huge deals) will provide support before the combat even starts for that day. And if your DM gives you downtime to do activities. Crafting and research is your best contribution to your party. I can't stress enough how pivotal it is to prep on specific craftings and research on your next quest. Crafting part, you will need to work with your DM, depending on what items you are allowed to craft (mundane, currently available magic items or novel magic item that your Alchemist invented).
Please put your high INT to good use, you learn new tools proficiency and languages faster than most people in your party, you get access to Alter Self and other combat avoiding spells. Imagine a wizard who has Alterself, but could not use it to full effect because he did not learn the background skill of the person he tries to impersonate (wizards spent all their time copying spells into their book). You have the Alchemist can blend into an elven court pretty easily with Alterself + the Elvish you picked up during your downtime. And maybe the next fortnight you infiltrate an Orc forge because you learned Orcish and Smithy tools too. By nudging diplomacy back and forth you avoided war entirely, peace.
I think I have given enough examples of how an Alchemist shines in a campaign. These are some of the things my alchemist has done/plans to do. I would like to know what your alchemist did, please share them with me.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I work in the fiber industry. Silk rope would have at least the same tensile strength as hemp at half the weight.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah not easy to rip, DC 17 str 2hp for both Silk and Hemp- and exactly half the weight.
depending on the levels, most monsters will have decent strength, or they'll have claws and teeth, and humanoids most would have some sort of blade, or various magics, some folks some decent str. etc.
Unless being a magical item makes the durability/for cutting/chewing stronger? 2hp isn't terribly difficult. assuming I understand mechanics of breaking items correctly. Which I wouldn't be surprised if I'm wrong, still learning the system.
(but the niftiness about the set up of using it via infusion is that aslong as you mend the rope together you can remake the magic item the next day! Also its just useful for exploration!)
Further note, the Rope of Climbing's description states that it has 20 AC, 20 HP, auto heals 1 hp every 5 minutes if it has at least 1 HP, and can hold up to 3000 lbs. I'm not entirely sure how that translates into a Strength DC to break it but it seems clearly meant to be more difficult to break than your average silk rope. But like you said, with it as an infusion it's not too much trouble to just mend it then redo the infusion next day. Plus it makes a thematic spellcasting focus for thorn whip and rope trick.
Ooh I completely missed the stat block when I did a hover preview on dndbeyond.
I really quite like that item. One I'd rarely considered previously. But will probably swap something out now~
(as a completely sidenote I find myself wishing Artificres had a spell that let them create an Infusion temporarily. Like it'd exist for an hour or something per spell level used. and only for Infusions you know. Though that could easily get messy or just be a better use than some buff spells, etc. )
So I can see how it comes up a little short in comparison to the other two archetypes. Artillerists gain eldritch cannons that as a Bonus Action provide THPs or attacks, Battlesmiths have their Steel Defender and also gain extra attack to allow for a melee-orientated build. Alchemists, on the other hand, get a bottle of random fun. I'll note I've played a few sessions of alchemist and artillerist, but not battlesmith so far (no multiclassing on either).
It's most likely that artillerists and alchemists are going to rely on cantrips for base things during combats, both eventually gaining damage bonuses to keep up a little bit. A homunculus can add a little bit for an alchemist (as it's a bonus action effect that conflicts with the artillerist/battlesmith controlling their robo-pets), but the bonus spells for alchemist (outside of Death Ward) don't benefit from its extending range.
So to answer what does my alchemist do, they hurl vials of acid as a default. They are a secondary support alongside a evocation wizard and forge cleric in the party, so their focus outside of that is support spells and healing. Given they get Healing Word it works well to add x2 INT mod to it as a bonus action, then supply support with things like Faerie Fire, Aid, and the occasional ranged damage with Ray of Sickness, Flaming Sphere, etc. (My alchemist is lowish level, so haven't tried beyond 1st-5th level stuff). The bonus applied from Alchemical Savant does aid a little bit, so your cantrips pull ahead a little to begin with. However, some variations of pure casters gain this ability later on too.
They also carry a couple of ranged weapons for when acid doesn't work too well, or the creature has spell resistance abilities.
At lower levels 1-5 I've found using aSling with Magic Stone to be prettttyy awesome. Wel magic stone in general, but also a Sling for when you want to try further than 60ft at disadvantage. 1d6+int is great before lv 5. Very consistent.
I've found myself using ray of sick more than flaming sphere.. b ut that's got more to do with the dynamics of the groups I've played with. That Poisoned condition being a useful debuff in that moment. (Also Flaming Sphere competees with the other concentrations like Faerie Fire. WHich is just a great spell)
Alchemist is pretty consistent damage you can reliably execute. Great at making other's peppier
Zwordsman,
That’s part of why I made this.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Doh. Forgot we houseruled that. Good call out.
As a random sidenote/Update~
I've started ignoring the + damage portion (still using for healing) of the lv 5 ability. and took a few steps.
I snagged sSpell Sniper Wizard, and got Chill Touch from it. Then for my own cantrips, I got Thorn whip, and Guidance (and will snag Bonfire or Acid splash or frostbiteas a Save one).
I've been having a loot more fun. Chill touch is just fun because it prevents enemy abilities- I feel useful. Also the silly range (120 + spell sniper) is nice.
With Thorn Whip, i get 30 (60 with sniper) pull effect. Which I can use to save friends, or set up enemies, pulling a guy off the wall once as well was fun. Havent had to, but realize I could do it to an ally to help them disengage.. it doens't do much damage really. In general, damage isn't great but thats fine enough.
Shocking grasp would probably also gbe enjoyable but so far thorn whips been a better call for me. (I can't help myself disengage with it though but I have decent ac)
I ultimately feel like the level 5 ability was making me pigeon hole myself into using "just with that buff" stuff. It kind of sucks to just ignore, but my personal quality of life has gone up with doing so. I'll still pull my tools out on occasion with the right spell, but its nice not having to carry them around for basic attacks. Lets me use healer kits, premade elixirs, etc.
I've actually gotten my party out of fight once just using Magical Tinkering and a deception roll. Tricked a few goblins that their boss was ordering them to stop fighting and let us through. Other than that, I just heal them or spam cantrips (but that's boring) so I get a little creative and craft a few bombs and alchemist fires with all these tool proficiencies I've got and chuck them at the enemy during combat. I've also used, spare the dying to stabilize a friend then 1BA with a 2nd level healing word to heal him to half health.
The artificer, I believe, heavily encourages creativity sinc, such is the nature of an artificer. Using both scientific/magical and creative intelligence to gain the advantage. Just as a wizard prepares spells during a long rest, an artificer will consume spell slots to gain advantage on crafting rolls. This is how an artificer prepares for combat.
As an alchemist, you're the supporting role. WHen you aren't healing or casting things like guidance or magic weapon, you're chucking crafted items at enemies.
List of things you can throw:
Acid (vial), Bombs, Alchemist Fire (flask),
Do you mean spare the dying in one round and healing word them later? Or in the same round? (If the same round, was there a reason to do both?)
Bombs! thats an item I'd like to make but is a bit expensive. Alchemist fires are lovely though, as well as free Acid via Alchemy Jug.
it was a boss fight, we had our first encounter with the lord of blades and our headstrong monkbarian went in thinking he could rage it out. Yeah spare him to keep him from dying on death saves. He already had two fails and I really had to spread my spell slots thin, we didn't have any other healer. We were a monk/barb, an artificer artillerist, a bard/lock and a ranged fighter, then me the lone alchemist. Our monk/barb couldn't get away from the gang bang lest he risk opp attack so we had to kill the lord of blades' lackeys with a bomb with the monk right in between them. So I get the guy down to dying state, kill 3 out of 4 warforged warriors, heal him and still get wiped. Turns out we were supposed to lose that fight and that the lord of blades was going to leave us to "die" but we get saved by this valenar elf priestess.
We have our own rulings for crafting items. The RAW for crafting in the phb are ridiculous... if we followed that, it would take 1 workweek just to craft 1 bomb assuming i had help from one of the party. If its consumables like bombs, potions, acids, we limit it to one consumable item per day during a long rest. We assume that crafting such a small item given my proficiencies with so many tools shouldn't be considered as a strenuous task that'll take forever or even prevent me from getting rest during a long rest.
Sorry to necro this post, I drop in and out of surfing the forum and usually miss the posts I'd love to get in on.
I love my Alchemist and and haven't yet found myself bored in combat. My usual tactic is round one to cast any of the applicable concentration spells, usually Haste on the Fighter:Brute in the party, then Sanctuary on myself. The rest of the battle is usually me running around the battlefield using the Help (under the cover of Sanctuary) for the Brute or the Arcane Trickster if she hasn't cast anything yet and using my SSI for 12x Cure Wounds where needed (as it's triggering a non magical item, not casting a spell). On turns where Help isn't needed, I'm more than happy to explore the battlefield checking for reason why enemy is doing, guarding or needing a thing, keeping a look out for more inbound enemies or searching for hidden exits or items to give us the upper hand. Rarely do I take an offensive action, unless its Web, Grease, Pyrotechnics, etc or slide a premade bear trap* across the floor. I use actions to administer potions (Experimental Elixirs and other wondrous potions) via a syringe I made (just reflavoured the concept of me pouring it down a conscious allies gullet). I see myself more of the pit crew of our party than a combatant during battle.
*In my downtime, I often make bear traps/bombs out of the door or chest traps I disarm and disassemble in dungeons or keeps using the Xanathar's Tool Proficiencies and Crafting an Item rules to set the save DC (my best trap so far had a DC of 31) and Im allowed to use any spell I have slots remaining to imbue in the trap (so that DC31 bear trap I made had a lvl3 Melf's Acid Arrow in it).
N.B. Excuse me for using this post to teach myself the spell linking coding! haha
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
Depending in the iniciative on the fight, the alchemist should spend 1 round imbuing his/her weapon with Holy / Poison / Dark, and then BLAMMM..... fire at will !!!
Or at least if the Alchemist have at least enough potions to be thrown "AT WILL" to the enemies, then the rest is easy.............
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Currently a level 6 alchemist, and considering the composition of my group, I am the designated main healer. in the first turn I normally cast a concentration spell like Web or Faerie Fire to help my allies. Otherwise most of my turns I spend it casting Acid Splash and Healing word to either bring them back or keep them at a relatively safe level. The level 5 feature that boosts healing makes Healing Word amazingly consistent. As such, I don't feel the need for a homunculus (since I'm using my bonus actions for healing) so I'm considering removing "mending" from my cantrips and replacing it with guidance. When the battle appears to be ending, I might start using Acid Arrow or Ray of Sickness to throw in some extra damage.
Aside from that, infusions are your friend. If you imbue your own weapon with Radiant Weapon, you can become hella useful with blinding enemies. Or a repulsion shield if you're trying to protect yourself from melee enemies. I've also considered boots of the winding path, to run at the enemy, and try a sleight of hand (to steal something), and teleport back.
Besides dying from humiliation, Acid Splash is very useful.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The new UA Infusion yo ucan get at level 6 has all but replaced my homculus in my variousp lans.
Gaining extra spells per day from it (if I remember right) basically helps al ot of the functional problems.
I do wish Acid Splash worked with Spell SNiper
So far I have been building weapons and infusions for my party members as well as making the random elixir here and there but will say it is not a bad class to multi with I have one level in warlock and one in rouge but so far have made a Tesla gun and currently working on a electric powered mech
Having now played an alchemist to 9th level. I can say the best thing I did for in combat for all 9 levels was to cast Faerie Fire.
Standard campaign so no downtime to actually build anything. Combat support I was useless, the group had a paladin and a bard. I basically cast faerie fire and ran and hid. Occasionally I'd cast grease. Damage output was bad (cantrip, spells or weapon), support was bad and not needed due to the group having a bard and a paladin. When I went melee, I'd invariably drop to 0 HP quickly or run away after 1 or 2 hits (usually at less than 1/2 HP). Either option was very frustrating.
I initially picked Alchemy Jug as an infusion thinking it may be useful, especially being an alchemist, but only got to use it once. The DM did let me cheese it and sell vials of acid so I'd have enough gold to buy the crystal needed for a Homunculus Servant. Which turned out to be pointless as I ended up using Mind Sharpener for con saves, I tried a few other options for the 2nd infusion, some for me some to equip party members, (+1 Shield/armor, repeating crossbow, goggles of night, rope of climbing). Then finally Boots of the Winding Path at 6th level to give me additional run away options.
Not being able to switch infusion when needed, or at least on a short rest is annoying. I'd like to have say 2 options available and the infuse at some point during the day when you know what is needed. Especially since you're limited to such a small number and infusions known can only change at level up, which is also frustrating.
One other note: All the experimental elixirs were garbage. There wasn't a single time out of 9 levels that they mattered at all, and certainly no point where they were worth a spell slot.
At base, I am the defibrillator to jump-start our Life cleric back on his feet to wash up with huge healing spells. (We are a party of around 10 people btw. And healing is shared between me and the Life cleric only)
If my Cleric is in relative safety, I try to position myself to be safe while able to react to situations (keep ppl in my Flash of Genius Range or stay within range of party members if I need to deliver potions/Experimental Elixirs/Touch spells) I have the broom of flying as one of my Magical items. It has been so useful. zipping around as a mobile-first responder.
Homunculus Servant is something I use often. Provide some free damage with each round (gotta utilise those BA). or just be a second hand. It can deliver touch spells (usually position my homunculus on the other side of the map in case I can't get there in time for touch spells.
Since entering Tier 3 with my Alchemist (currently level 12), I tend to fall back as the battle surveyor/operator of the battle. If there is a puzzle in the room that needs solving or a status we need to break it to prevent more enemies from teleporting into the fight. That is my ALchemist's job.
Nonetheless, as an Alchemist (and by extension other Artificers) your strength lies in preparation at dawn. Your choice of spells and infusions (these are huge deals) will provide support before the combat even starts for that day. And if your DM gives you downtime to do activities. Crafting and research is your best contribution to your party. I can't stress enough how pivotal it is to prep on specific craftings and research on your next quest. Crafting part, you will need to work with your DM, depending on what items you are allowed to craft (mundane, currently available magic items or novel magic item that your Alchemist invented).
Please put your high INT to good use, you learn new tools proficiency and languages faster than most people in your party, you get access to Alter Self and other combat avoiding spells. Imagine a wizard who has Alterself, but could not use it to full effect because he did not learn the background skill of the person he tries to impersonate (wizards spent all their time copying spells into their book). You have the Alchemist can blend into an elven court pretty easily with Alterself + the Elvish you picked up during your downtime. And maybe the next fortnight you infiltrate an Orc forge because you learned Orcish and Smithy tools too. By nudging diplomacy back and forth you avoided war entirely, peace.
I think I have given enough examples of how an Alchemist shines in a campaign. These are some of the things my alchemist has done/plans to do. I would like to know what your alchemist did, please share them with me.