At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
This feature is very flavorful... but bizarre mechanically. It carries three restrictions on what spells may get this bonus.
Must be cast using alchemist supplies as the spellcasting focus.
Applies to one roll of a spell
That roll must deal acid, fire, necrotic, or poison damage or restores hit points
Most folks don't separate restrictions 2 and 3 because almost any spell doing those things involves a roll but there are some that don't.
Notably three spells the Alchemist has access to restore hit points without any roll mentioned. [spell[Revivify[/spell], Raise Dead, and Heal.
Revivify and Raise Dead restore a dead creature to 1 hp. Heal restores a flat 70 hp. Further the alchemist can only even cast Heal through a class feature that also requires it be cast using Alchemist Supplies as a spellcasting focus. And yet based on the wording of Alchemical Savant it doesn't technically qualify for the +INT.
No big deal right? A difference of at most 5 hp when you're already getting 70 hp is a rather minor complaint. But it's just weird seeing two subclass features clash against each other like that. They really should both apply. And if you're already being raised from the dead a long rest is likely occur soon after.
But then we get to the reason that sparked me making this post. A little spell called Goodberry.
As far as level 1 spells a player can get through the magic initiate feat, goodberry is rather amazing for a half caster. It's effects last 24 hours, 10 instances of 1 hp healing which work great for bringing unconscious people back into a fight and it only needs to be cast once a day anyway. So that alone makes it worth taking through Magic Initiate: Druid as a feat. Further unlike the Healer feat (also an excellent choice) which offers healing through uses of a Healer's kit these berries can be used by anyone in your party it's perfectly in keeping with a theme regarding alchemical medicines, potions, and elixirs. It's also listed in the PHB so if WOTC were going to add it to the Artificer's spell list they would have done so already.
Granted you can bypass that restriction with a Mark of Hospitality Halfling... but I'd prefer it through Magic Initiate.
If not for restriction 2, then Goodberry via Magic Initiate could be used as a 60 HP healing pool distributed in 6 HP berries for the Alchemist at level 5 or higher.
But then there's restriction 1 and the weirdness that is a spellcasting focus.
For every class that isn't an artificer a spellcasting focus has precisely one mechanical benefit. To substitute for material components that are not consumed and have no specified gold cost in the spell description. And outside of magic items, that's it. Each class that lists a spellcasting focus specifies what kind of item stating "You can use [item] as a focus for your [class] spells."
This implies each spellcasting focus is class specific (some overlap) to spells of that class. Following that trend it seems like restriction 1 means Alchemical Savant can only be applied to artificer spells.
However the artificer is different "You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature." Note that phrasing. "any spell" not "Artificer spells."
So Artificers can cast non-artificer spells using their tools as a spellcasting focus, further, they MUST. So restriction 1 does not restrict an Alchemist to applying their INT modifier as extra damage or healing to just Artificer spells.
So oddly enough Goodberry doesn't work with Alchemical Savant but not for the reason I thought it wouldn't. And taking Toll the Dead with Magic Initiate: Wizard does work with the +INT damage RAW.
But houserule that the one "roll" can also be a flat amount of damage or restored hp and Goodberry becomes Bestberry.
"You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature."
Forgot the second part of the 'any spell' phrase. The "With this Spellcasting feature" thing limits artificer's tool focus to artificer spells only. You can't use artificer foci to cast other class's spells, because those spells are not cast with the Artificer's spellcasting class feature.
"You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature."
Forgot the second part of the 'any spell' phrase. The "With this Spellcasting feature" thing limits artificer's tool focus to artificer spells only. You can't use artificer foci to cast other class's spells, because those spells are not cast with the Artificer's spellcasting class feature.
Welp. Nevermind then. Here I thought it was something interesting and new with potential for future applications down the line. Instead it's just needlessly complicated.
...I had an instinct to go around wondering if it's only restricted to artificer spells because that feature only involves preparing artificer spells but that's a moot point any way isn't it? Spells gained through magic initiate are cast via the Magic Initiate feat not through a class feature, right?
Every time I think I find a window with this subclass it's another door slammed in my face. The rest of my rant omitted because I realized that while I had a few points I was mostly overreacting.
"You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature."
Forgot the second part of the 'any spell' phrase. The "With this Spellcasting feature" thing limits artificer's tool focus to artificer spells only. You can't use artificer foci to cast other class's spells, because those spells are not cast with the Artificer's spellcasting class feature.
Welp. Nevermind then. Here I thought it was something interesting and new with potential for future applications down the line. Instead it's just needlessly complicated.
...I had an instinct to go around wondering if it's only restricted to artificer spells because that feature only involves preparing artificer spells but that's a moot point any way isn't it? Spells gained through magic initiate are cast via the Magic Initiate feat not through a class feature, right?
Every time I think I find a window with this subclass it's another door slammed in my face. The rest of my rant omitted because I realized that while I had a few points I was mostly overreacting.
Well... artificer is an Int based class after all... can’t be as easy as fighter or barb now can it? 😉
Even if it were true it would still not apply to Goodberry because that spell does not heal anything. It creates berries. The berries heal, the spell does not.
Well... artificer is an Int based class after all... can’t be as easy as fighter or barb now can it? 😉
There's a difference between something being easy and something being almost pathologically designed to try and thwart my enthusiasm for it at every turn.
The issue isn't that the subclass is bad, because it isn't really. It's that it's almost GREAT in several areas. But it falls depressingly short in almost ALL of them until higher levels. It's redeeming features end up being just base class features until then. And it's not like multiclassing will make those higher level features come in any faster.
And despite all that I still love the flavor and feel of the class so much that I'm still not willing to give it up. Craptastic homunculus (now a slightly buffer familiar for some reason) included.
So having now been THRICELY thwarted on what I really wanted to be a great strategy and way to make the subclass worth taking but instead falls disappointingly short into the "just kinda good I guess maybe?" camp and I have to pick on choice on flavor instead of having a satisfying mechanical justification for what I want to do. I'mma quit while a steaming pile of wreckage.
Sorry, Unclever. I tried to fix the damn thing, but DDB staff explicitly told me "do this again and you're banned" after taking down my revised Alchemist. Trust me, I know exactly how frustrating it is that the Alchemist subclass is just...so...bad at everything it's supposed to be good at.
Oh, right, there was a bizarre point I was originally going to make that nothing in the game that prevents you from using multiple spellcasting foci at once for the same spell, just no benefit or reason to ever do so. Statements in classes are just "you can" with regards to a class's spells (Aside from Artificer). I was at one point curious about what that would mean for a spell with no material components (which now I'm thinking is likely it doesn't matter). Thus I had an idea of using alchemist's supplies for spells where it was not needed, just there adjacent to the spell really then I found the "any spell" line and got the wrong impression. And I'm sure that's still a hard and fast "NO" RAW. Probably something along the lines of not being able to draw logical conclusions when using magic or being able to extrapolate or interpolate within the rules at all because MAGIC.
From the Alchemist? No. First of all, Magic Stone doesn't deal 'alchemical' damage - it deals bludgeoning, not acid/fire/necrotic/poison.
Second of all, Alchemical Savant applies to one die roll per spellcasting, noe one die roll per attack. In a case of bitter irony, this means it's of almost no value to persistent, round-over-round spells that deal damage multiple times with one cast, which is otherwise exactly what the slot-limited artificer wants.
To speak to the original point of this year-old dead thread that explicitly did not need to be necromancer'd back into existence...one can now partially get around the "Artificer Spells" restriction on Alchemical Savant by taking the Artificer Initiate feat and selecting Alchemist's Supplies as their tool proficiency. This allows the use of Alchemist's Supplies as a spellcasting focus for any Intelligence-based spell (so any spell gained through the Wizard, Eldritch Knight, Arcane Trickster, Order of the Profane Soul, or Artificer class features, as well as the high elf's cantrip). Alchemical Savant doesn't specify artificer spells, merely spells cast using Alchemical Supplies as the focus. So one can add Alchemical Savant to any spell that deals the correct damage from those schools. Add in Order of Scribes wizard levels (and appropriate spell selection), and the Alchemical Savant bonus can be added to just about damn near any damaging spell in the game - but it takes a lot of jank and weird multiclassing to get there.
"You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature."
Forgot the second part of the 'any spell' phrase. The "With this Spellcasting feature" thing limits artificer's tool focus to artificer spells only. You can't use artificer foci to cast other class's spells, because those spells are not cast with the Artificer's spellcasting class feature.
Welp. Nevermind then. Here I thought it was something interesting and new with potential for future applications down the line. Instead it's just needlessly complicated.
...I had an instinct to go around wondering if it's only restricted to artificer spells because that feature only involves preparing artificer spells but that's a moot point any way isn't it? Spells gained through magic initiate are cast via the Magic Initiate feat not through a class feature, right?
Every time I think I find a window with this subclass it's another door slammed in my face. The rest of my rant omitted because I realized that while I had a few points I was mostly overreacting.
At first, I wanted to congratulate you. Even if you weren't the first person to discover a combination, you still came to it on your own. But it's not the need for a spellcasting focus that kills this. Any halfling with the Mark of Hospitality could get around it, otherwise, so it would still be considered valid.
It's not invalid because of IamSposta's claim. Goodberry works with the Life Domain's Disciple of Life feature. No, the reason why it doesn't work is because goodberrydoesn't include a die roll to recover hit points. You misapplied the feature.
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
And since goodberry only restores one fixed hit point, there's nothing to roll to add a bonus to. Anything that restores a fixed amount and doesn't have you roll isn't going to work with the feature. That also means no to revivify, raise dead, and heal. But a halfling with the Mark of Healing? They gain access to prayer of healing. That works.
From the Alchemist? No. First of all, Magic Stone doesn't deal 'alchemical' damage - it deals bludgeoning, not acid/fire/necrotic/poison.
Second of all, Alchemical Savant applies to one die roll per spellcasting, noe one die roll per attack. In a case of bitter irony, this means it's of almost no value to persistent, round-over-round spells that deal damage multiple times with one cast, which is otherwise exactly what the slot-limited artificer wants.
To speak to the original point of this year-old dead thread that explicitly did not need to be necromancer'd back into existence...one can now partially get around the "Artificer Spells" restriction on Alchemical Savant by taking the Artificer Initiate feat and selecting Alchemist's Supplies as their tool proficiency. This allows the use of Alchemist's Supplies as a spellcasting focus for any Intelligence-based spell (so any spell gained through the Wizard, Eldritch Knight, Arcane Trickster, Order of the Profane Soul, or Artificer class features, as well as the high elf's cantrip). Alchemical Savant doesn't specify artificer spells, merely spells cast using Alchemical Supplies as the focus. So one can add Alchemical Savant to any spell that deals the correct damage from those schools. Add in Order of Scribes wizard levels (and appropriate spell selection), and the Alchemical Savant bonus can be added to just about damn near any damaging spell in the game - but it takes a lot of jank and weird multiclassing to get there.
Though technically the Order of Scribe's Awakened Spellbook only applies to casting wizard spells so that's better done on a multiclass build with mostly wizard levels. Like you said, lots of jank on that one.
A quick easy way to extend Alchemical Savant to more damage types is to take the Metamagic Adept feat and picking Transmuted Spell as an option. Then you could spend 1 sorcery point on any spell that does cold, lightning, or thunder damage to change that to acid, fire or poison damage and ensure that it benefits from Alchemical Savant. (Plus I like extended spell for the other metamagic option almost exclusively for a 16 hour duration Tiny Servant, granted a 16 hour Death Ward is also really nice.)
Not that there are a lot of Artificer or Alchemist spells that really benefit from transmuted spell though... however when surrounded a Thunderclap converted to Acid damage with +INT added to its damage roll would be rather nice. And being able to convert Cloudkill to do anything other than poison damage could be hugely helpful but otherwise there's not a whole lot of mileage gained out of that option.
As an unfortunate note forthe Artificer Initiate trick. Which i love. Its pretty hard restricted to races that start with feats. Because of how the feat is worded, you only gain the ability to use other INT spells with that one specific focus. But level 3 Alchemsit gains the alchemist tools from the class itself.
So unless you take the feat before level 3 Artificer, you can't rechoose the Alchemist tools since you already have the profiency. So it requires some weird timed juggling.
I do love that trick though highly useful. I either do it with a feat class. Or, i dip into War Wizard 2 first-since that gives a reaction and some good defensive options.
--
That Metamagic conversaion is a fun idea. Though I wonder if its worth it for just twice a day? The bit with Deatj Ward is fantastic though. Unless you're getting some from other INT casters I feel like there aren't really much attack options in general to benefit maybe. I should go look at the class list again. I'm so stinted on alchemist that I dont' really knkow the not alchemist damage ones.
If you do dip Wizard, and the metamagic. That makes Magic Missle potentially quite a fun one to use it with. Since you roll once for each bolt I believe? so 3 bolts of 1d4+int+1 but you lose the force type. Unless I"m mis remembering 5e's magic missle
Then why does sage advice let Disciple of Life from Life Cleric work with it?
Because Jeremy Crawford is wrong. (That’s my story and I’m stickin’ to it.)
It's also a rules interaction that's only possible with feats and/or multiclassing; both of which are optional rules. When the DM decides to go down that road, they get to make the ruling.
For the record, I don't have a problem with that interaction, but I do disagree with Crawford and his interpretation of Manifest Echo.
I don't know if this is the right place to ask this, but is there a way to add the effects of alchemical savant to your spell rolls in game, or do I have to customize the spells it affects?
I customize my spells. However I don't do it on concentration spells like flaming sphere as I like to try and get multiple enemies on the trigger instead of single target ram damage. If I customized it, I'd most likely just add to the first BA ram, which isn't ideal.
Moon Sickle. When you cast a spell that restores hit points while holding it, it adds 1d4 hit points to the healing provided--wording is very similar to Disciple of Life. Either 1 level of druid/ranger, or wait until level 14 to attune to it. As an Artificer, you can also craft it cheaper and faster (the +1 version) at level 10.
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Alchemical Savant
This feature is very flavorful... but bizarre mechanically. It carries three restrictions on what spells may get this bonus.
Most folks don't separate restrictions 2 and 3 because almost any spell doing those things involves a roll but there are some that don't.
Notably three spells the Alchemist has access to restore hit points without any roll mentioned. [spell[Revivify[/spell], Raise Dead, and Heal.
Revivify and Raise Dead restore a dead creature to 1 hp. Heal restores a flat 70 hp. Further the alchemist can only even cast Heal through a class feature that also requires it be cast using Alchemist Supplies as a spellcasting focus. And yet based on the wording of Alchemical Savant it doesn't technically qualify for the +INT.
No big deal right? A difference of at most 5 hp when you're already getting 70 hp is a rather minor complaint. But it's just weird seeing two subclass features clash against each other like that. They really should both apply. And if you're already being raised from the dead a long rest is likely occur soon after.
But then we get to the reason that sparked me making this post. A little spell called Goodberry.
As far as level 1 spells a player can get through the magic initiate feat, goodberry is rather amazing for a half caster. It's effects last 24 hours, 10 instances of 1 hp healing which work great for bringing unconscious people back into a fight and it only needs to be cast once a day anyway. So that alone makes it worth taking through Magic Initiate: Druid as a feat. Further unlike the Healer feat (also an excellent choice) which offers healing through uses of a Healer's kit these berries can be used by anyone in your party it's perfectly in keeping with a theme regarding alchemical medicines, potions, and elixirs. It's also listed in the PHB so if WOTC were going to add it to the Artificer's spell list they would have done so already.
Granted you can bypass that restriction with a Mark of Hospitality Halfling... but I'd prefer it through Magic Initiate.
If not for restriction 2, then Goodberry via Magic Initiate could be used as a 60 HP healing pool distributed in 6 HP berries for the Alchemist at level 5 or higher.
But then there's restriction 1 and the weirdness that is a spellcasting focus.
For every class that isn't an artificer a spellcasting focus has precisely one mechanical benefit. To substitute for material components that are not consumed and have no specified gold cost in the spell description. And outside of magic items, that's it. Each class that lists a spellcasting focus specifies what kind of item stating "You can use [item] as a focus for your [class] spells."
This implies each spellcasting focus is class specific (some overlap) to spells of that class. Following that trend it seems like restriction 1 means Alchemical Savant can only be applied to artificer spells.
However the artificer is different "You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature."
Note that phrasing. "any spell" not "Artificer spells."
So Artificers can cast non-artificer spells using their tools as a spellcasting focus, further, they MUST. So restriction 1 does not restrict an Alchemist to applying their INT modifier as extra damage or healing to just Artificer spells.
So oddly enough Goodberry doesn't work with Alchemical Savant but not for the reason I thought it wouldn't. And taking Toll the Dead with Magic Initiate: Wizard does work with the +INT damage RAW.
But houserule that the one "roll" can also be a flat amount of damage or restored hp and Goodberry becomes Bestberry.
"You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature."
Forgot the second part of the 'any spell' phrase. The "With this Spellcasting feature" thing limits artificer's tool focus to artificer spells only. You can't use artificer foci to cast other class's spells, because those spells are not cast with the Artificer's spellcasting class feature.
Please do not contact or message me.
Welp. Nevermind then. Here I thought it was something interesting and new with potential for future applications down the line. Instead it's just needlessly complicated.
...I had an instinct to go around wondering if it's only restricted to artificer spells because that feature only involves preparing artificer spells but that's a moot point any way isn't it? Spells gained through magic initiate are cast via the Magic Initiate feat not through a class feature, right?
Every time I think I find a window with this subclass it's another door slammed in my face. The rest of my rant omitted because I realized that while I had a few points I was mostly overreacting.
Well... artificer is an Int based class after all... can’t be as easy as fighter or barb now can it? 😉
Blank
Even if it were true it would still not apply to Goodberry because that spell does not heal anything. It creates berries. The berries heal, the spell does not.
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There's a difference between something being easy and something being almost pathologically designed to try and thwart my enthusiasm for it at every turn.
The issue isn't that the subclass is bad, because it isn't really. It's that it's almost GREAT in several areas. But it falls depressingly short in almost ALL of them until higher levels.
It's redeeming features end up being just base class features until then. And it's not like multiclassing will make those higher level features come in any faster.
And despite all that I still love the flavor and feel of the class so much that I'm still not willing to give it up. Craptastic homunculus (now a slightly buffer familiar for some reason) included.
So having now been THRICELY thwarted on what I really wanted to be a great strategy and way to make the subclass worth taking but instead falls disappointingly short into the "just kinda good I guess maybe?" camp and I have to pick on choice on flavor instead of having a satisfying mechanical justification for what I want to do. I'mma quit while a steaming pile of wreckage.
Sorry, Unclever. I tried to fix the damn thing, but DDB staff explicitly told me "do this again and you're banned" after taking down my revised Alchemist. Trust me, I know exactly how frustrating it is that the Alchemist subclass is just...so...bad at everything it's supposed to be good at.
Please do not contact or message me.
Oh, right, there was a bizarre point I was originally going to make that nothing in the game that prevents you from using multiple spellcasting foci at once for the same spell, just no benefit or reason to ever do so. Statements in classes are just "you can" with regards to a class's spells (Aside from Artificer). I was at one point curious about what that would mean for a spell with no material components (which now I'm thinking is likely it doesn't matter). Thus I had an idea of using alchemist's supplies for spells where it was not needed, just there adjacent to the spell really then I found the "any spell" line and got the wrong impression. And I'm sure that's still a hard and fast "NO" RAW. Probably something along the lines of not being able to draw logical conclusions when using magic or being able to extrapolate or interpolate within the rules at all because MAGIC.
Would magic stone be an option and add to damage of each of 3 stones ?
From the Alchemist? No. First of all, Magic Stone doesn't deal 'alchemical' damage - it deals bludgeoning, not acid/fire/necrotic/poison.
Second of all, Alchemical Savant applies to one die roll per spellcasting, noe one die roll per attack. In a case of bitter irony, this means it's of almost no value to persistent, round-over-round spells that deal damage multiple times with one cast, which is otherwise exactly what the slot-limited artificer wants.
To speak to the original point of this year-old dead thread that explicitly did not need to be necromancer'd back into existence...one can now partially get around the "Artificer Spells" restriction on Alchemical Savant by taking the Artificer Initiate feat and selecting Alchemist's Supplies as their tool proficiency. This allows the use of Alchemist's Supplies as a spellcasting focus for any Intelligence-based spell (so any spell gained through the Wizard, Eldritch Knight, Arcane Trickster, Order of the Profane Soul, or Artificer class features, as well as the high elf's cantrip). Alchemical Savant doesn't specify artificer spells, merely spells cast using Alchemical Supplies as the focus. So one can add Alchemical Savant to any spell that deals the correct damage from those schools. Add in Order of Scribes wizard levels (and appropriate spell selection), and the Alchemical Savant bonus can be added to just about damn near any damaging spell in the game - but it takes a lot of jank and weird multiclassing to get there.
Please do not contact or message me.
At first, I wanted to congratulate you. Even if you weren't the first person to discover a combination, you still came to it on your own. But it's not the need for a spellcasting focus that kills this. Any halfling with the Mark of Hospitality could get around it, otherwise, so it would still be considered valid.
It's not invalid because of IamSposta's claim. Goodberry works with the Life Domain's Disciple of Life feature. No, the reason why it doesn't work is because goodberry doesn't include a die roll to recover hit points. You misapplied the feature.
And since goodberry only restores one fixed hit point, there's nothing to roll to add a bonus to. Anything that restores a fixed amount and doesn't have you roll isn't going to work with the feature. That also means no to revivify, raise dead, and heal. But a halfling with the Mark of Healing? They gain access to prayer of healing. That works.
Though technically the Order of Scribe's Awakened Spellbook only applies to casting wizard spells so that's better done on a multiclass build with mostly wizard levels.
Like you said, lots of jank on that one.
A quick easy way to extend Alchemical Savant to more damage types is to take the Metamagic Adept feat and picking Transmuted Spell as an option. Then you could spend 1 sorcery point on any spell that does cold, lightning, or thunder damage to change that to acid, fire or poison damage and ensure that it benefits from Alchemical Savant. (Plus I like extended spell for the other metamagic option almost exclusively for a 16 hour duration Tiny Servant, granted a 16 hour Death Ward is also really nice.)
Not that there are a lot of Artificer or Alchemist spells that really benefit from transmuted spell though... however when surrounded a Thunderclap converted to Acid damage with +INT added to its damage roll would be rather nice. And being able to convert Cloudkill to do anything other than poison damage could be hugely helpful but otherwise there's not a whole lot of mileage gained out of that option.
As an unfortunate note forthe Artificer Initiate trick. Which i love. Its pretty hard restricted to races that start with feats. Because of how the feat is worded, you only gain the ability to use other INT spells with that one specific focus. But level 3 Alchemsit gains the alchemist tools from the class itself.
So unless you take the feat before level 3 Artificer, you can't rechoose the Alchemist tools since you already have the profiency. So it requires some weird timed juggling.
I do love that trick though highly useful. I either do it with a feat class. Or, i dip into War Wizard 2 first-since that gives a reaction and some good defensive options.
--
That Metamagic conversaion is a fun idea. Though I wonder if its worth it for just twice a day? The bit with Deatj Ward is fantastic though. Unless you're getting some from other INT casters I feel like there aren't really much attack options in general to benefit maybe.
I should go look at the class list again. I'm so stinted on alchemist that I dont' really knkow the not alchemist damage ones.
If you do dip Wizard, and the metamagic. That makes Magic Missle potentially quite a fun one to use it with. Since you roll once for each bolt I believe? so 3 bolts of 1d4+int+1 but you lose the force type.
Unless I"m mis remembering 5e's magic missle
The Transmute Metemagic won't work with Multimissle, since Force is not one of the damage types available to Transmute the damage to or from.
Then why does sage advice let Disciple of Life from Life Cleric work with it?
Because Jeremy Crawford is wrong. (That’s my story and I’m stickin’ to it.)
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It's also a rules interaction that's only possible with feats and/or multiclassing; both of which are optional rules. When the DM decides to go down that road, they get to make the ruling.
For the record, I don't have a problem with that interaction, but I do disagree with Crawford and his interpretation of Manifest Echo.
I don't know if this is the right place to ask this, but is there a way to add the effects of alchemical savant to your spell rolls in game, or do I have to customize the spells it affects?
I customize my spells. However I don't do it on concentration spells like flaming sphere as I like to try and get multiple enemies on the trigger instead of single target ram damage. If I customized it, I'd most likely just add to the first BA ram, which isn't ideal.
Moon Sickle. When you cast a spell that restores hit points while holding it, it adds 1d4 hit points to the healing provided--wording is very similar to Disciple of Life. Either 1 level of druid/ranger, or wait until level 14 to attune to it. As an Artificer, you can also craft it cheaper and faster (the +1 version) at level 10.