So this is more just gathering folks opinions. Alchemists get 1-3 free elixirs a day. Which is pretty rough considering its the main class feature and they're half casters.
So, if instead of 1 at 3, 2 at 6, and 3 at 15th. (which by the way. What the heck is with that giant jump in levels?).
You would gain equal to profiency bonus, so starts at 2 free at level 3. then another at 5, 9, 13,and 17. Topping out at 6 free ones. I feel like then you'd at least have toys to play with.
Further on. What would folks feel about making those non random? So you'd get to choose your elixirs and end up with 6 free ones to hand out before spending any kind of spell slots.
I don’t have direct experience with the alchemist subclass, but this seems reasonable to me. 1-3 elixirs is a pretty sorry amount. I feel like a bit point of the artificer is creating things ahead of time and preparing items before a fight. You can’t exactly stock pile elixirs (which is what I’d imagine an alchemist to do) if you’re forced to spend them all immediately (due to low quantity).
I highly doubt this aspect would be officially changed with the artificer but it works as a minor home brew tweak.
I wouldn't see an issue. Been playing a Lock Alchemist using the coffeelock abuse to stockpile elixers and have experienced no balance issues or complaints from my DM.
So I really don't see how essentially doubling the base amount would cause problems.
The abusable side of this would be that your proficiency bonus increases based on your character level, not just your artificer level (if your game accepts multiclassing). So for example, if you are an Artificer (Alchemist) 3, and then multiclass into another class and gain levels in that, the class feature benefits regardless of you not levelling up in artificer, like all other class-based features would do. It might be worth wording it so it increases at those levels in artificer rather than overall character level so there is still some incentive in continuing in the class.
But yes, I agree that the alchemist could do with some sort of minor boost. It does appear to be lacking in comparison to the other two archetypes.
I think the simplest scaling is to just have the number of free Elixirs per long rest equal the number of infused items an Artificer can have. Experimental Elixirs are kind of like a(n over)simplified version of infusions for potions, anyway.
L3 -> 2, L6 -> 3, L10 -> 4, L14 -> 5, L18 -> 6
It would follow the same metric and be easy to keep track of and it scales proportional to Artificer level not character level.
Honestly, I wish Experimental Elixir worked more like infusions with a list of elixirs known that you can add more to and replace as needed at level up. But I'm guessing WOTC would consider that too much complexity for a subclass? Or maybe they'd need to go through and balance a potions list and they were running out of time towards release or something.
I'd even be down with learning a new experimental elixir to be a die roll, that'd be a randomness that actually fits the idea of experimentation, taking notes on what was done so that you can have repeatable results, not rolling the dice on a daily basis for elixirs you already know how to concoct.
That’s probably the best proposed fix I have heard as of yet! I think that will be an official houserule in games I DM going forward. I was just about to point out what Pokepaladdy states until I say their post. I think you hit upon the perfect work around.
I also houseruled that Alchemists get the old Alchemical Homunculus if they take that infusion. Between those two things I think the Subclass comes up to par with the other two. What do you all think?
I personally, still wish that the Elixirs were an option of Alchemist Satchel. With the Satchel being the same damage progression as UA, but modified. Instead of all attacks being Saved Base. Alchemist fire and Acid are To Hit. Ranged Weapon Attacks using INT. (Not spell attack-to differentiate subclasses) Tanglefoot and Thunderstone DC vs Debuff. Limit these to INT per short rest. Either the same pool or separate pools. The above 4 combat Alchemy Weapons degrading if not used by the end of the turn as per UA. (bascially 1 action = draw and attack from the satchel. The Below being 1 action to create, standard item movement rules but they last until used) healing salve staying the same. d8 at level 3, 2d8+int at level 5. and so on. Only effective on a person once per long rest. This basically will help with the healing amount issue, One good cure wounds for free, for everyone, once a day. This lets you hand it out to your party and or npcs in the morning for them to deal with. Alternatively you could make it last for only 1 hour and use it purely as a "avoid short rest" out of combat scenario and then Elixirs. Probably with that progression you listed Unclevertitle. With the option of making more of the elixirs via spell slots as per normal. In this arrangement I'd even love that the elixir per day be random without a spell use. It would be amazingly flavorful, and the kit would be useful in almost every situation. While freeing up cantrips for support cantrips (since the alchemist is the support ish subclass of the 3) or for ranged combat cantrips. (As the range on the Satchel items would probably be 60 max) Well and modify the level 5 thing. Maybe use that to add INT to damage on the Satchel weapons and INT to healing spells/satchel effects. Make the Satchel that subclass "item" like the artilirist's arcane blaster or the Battle Smith's magic weapon.
sidenote: They could just rename the acid/alch fire to avoid all connoations with the item--which would remove the confusion of "on damage do I get improvised weaopn's D4? What about profiency? questions that continue to crop up with those items). Alkali vial and some alternate name for Alchemist Fire--Naplam Flask, Sticky Burn Vial, tangleburn, Grease fire vial, Alchemiy Burn etc.Edit: Incendiary Flask. Thats the best name! Same mechanical effects. Alkali Flask lv 3 starts at 2d6 acid on hit. Then level 5, 3d6+int, lv 10 4d6+int. Napalm Flask lv 3 is d4 fire on hit+ d4 at the start of their turns. lv5 2d4+int. lv 10 3d4+int. Can be stopped via an Action, or probably a dex save at the end of their round vs your Spell DC. This is comparitive -but probably more consistent, than the current combat cantrip choices. though the Napalm could get out of hand spreading damage. So that might need adjusting down? Since you could spread it on 1 target a round, and if they keep failin their saves a lot of slow burn.
That would give the alchemist class a lot of options, and give them a different combat style than Artilirist. Elixirs would be part of the kit, but compete far less with the other class abilities the alchemist get. They'd be a self contained class that can do a bit of damage, several kinds of debuffs on a short rest (which is a nice counterpoint to Bard's support method), and can hand out party self buffs.
This would make a class I would adore, and would probably never want to play a different one. It would fulfil my person love of "item based" character. They would be able to fill any void in the party, or if they dedicated to it, could fulfil most of the duties of a healer fairly consistently.
----
On a tangent---I really personaly wish that Elixirs were specifcally allowed to be a Bonus Action to consume for anyone and everyone. Fact is they are very short duration, they are focused on one person only, and you can not feed them to other people who aren't KO'd. So, ultiamtely in my experience that means 80% of the time people won't use them. An action in combat is a very heavy cost for a single target buff. This gets even worse as you level up. Heck currently the healing one isn't even effected by the level 5 class ability so except for level 3 and 4, its almost enver a good idea to use that healing potion vs a spell. Post level 9 it gets a little better. If they were a bonus action, I think a lot of folks would definitely consider taking one at the start of a fight. Or using their bonus action to consume the healing elixir-in effect they'd be using my spell slot, to healing word themselves. A fair trade in resources and action economy.
----
Hmm. I think for the Homunculus I think the current one would be fine. If it was properly edited to be an infusion. It bothers me greatly that its really just a copy paste from the old version. its very wonky and doesn't fit any infusion baseline we have. Its worded far too much in anthesis of the spirit of Infusions.
Things to fix: Profiency scaling--its behind now because it doesn't start at 3 but instead 6. So it misses out on an entire level. Make the "heart" that you infuse, instead of being the heart, make it a control crystal. The homculus drips from it as you enchant it. But whomever Attunes to it, gains the homculus familiar Change the "you" term to "user" so whoever is attuned can use all of its abilities. It has 10 int, it should be able to communicate in some method.
Then. Two choices, one or the other. Give it the same familiar abilities--that is telepathic communication with the attuner and ability to display its visuals via a projection from the crystal--so everyone can watch it without you losing your senses-but in exchange you don't gain the hearing sense. Or. Give it the ability to communicate in some way with the attuner either telepathy or a display in the crystal etc. - But expand the Spell usage. instead of being restricted to "Touch spell" only, instead let them use any spells. This way the Homculus serves a very explcit and distinct purpose. You can make it do rituals for you. Or it could do longer spells such as Snare. It would give it real utility. and make it a useful infusion for all 3 subclasses as it would gain considerable out of combat utility via things like Mending, Snare,
Howdy.
So this is more just gathering folks opinions. Alchemists get 1-3 free elixirs a day. Which is pretty rough considering its the main class feature and they're half casters.
So, if instead of 1 at 3, 2 at 6, and 3 at 15th. (which by the way. What the heck is with that giant jump in levels?).
You would gain equal to profiency bonus, so starts at 2 free at level 3. then another at 5, 9, 13,and 17. Topping out at 6 free ones. I feel like then you'd at least have toys to play with.
Further on. What would folks feel about making those non random? So you'd get to choose your elixirs and end up with 6 free ones to hand out before spending any kind of spell slots.
Thoughts?
I don’t have direct experience with the alchemist subclass, but this seems reasonable to me. 1-3 elixirs is a pretty sorry amount. I feel like a bit point of the artificer is creating things ahead of time and preparing items before a fight. You can’t exactly stock pile elixirs (which is what I’d imagine an alchemist to do) if you’re forced to spend them all immediately (due to low quantity).
I highly doubt this aspect would be officially changed with the artificer but it works as a minor home brew tweak.
I wouldn't see an issue. Been playing a Lock Alchemist using the coffeelock abuse to stockpile elixers and have experienced no balance issues or complaints from my DM.
So I really don't see how essentially doubling the base amount would cause problems.
The abusable side of this would be that your proficiency bonus increases based on your character level, not just your artificer level (if your game accepts multiclassing). So for example, if you are an Artificer (Alchemist) 3, and then multiclass into another class and gain levels in that, the class feature benefits regardless of you not levelling up in artificer, like all other class-based features would do. It might be worth wording it so it increases at those levels in artificer rather than overall character level so there is still some incentive in continuing in the class.
But yes, I agree that the alchemist could do with some sort of minor boost. It does appear to be lacking in comparison to the other two archetypes.
Three elixers at level 20 just seems very underwhelming. They should consider readjusting that table to double the amount.
Level 3 = 1 elixir, Level 6 = 2 elixir, Level 9 = 3 elixir, Level 12 = 4 elixir, Level 15 = 5 elixir, Level 18 = 6 elixir
I think the simplest scaling is to just have the number of free Elixirs per long rest equal the number of infused items an Artificer can have. Experimental Elixirs are kind of like a(n over)simplified version of infusions for potions, anyway.
L3 -> 2, L6 -> 3, L10 -> 4, L14 -> 5, L18 -> 6
It would follow the same metric and be easy to keep track of and it scales proportional to Artificer level not character level.
Honestly, I wish Experimental Elixir worked more like infusions with a list of elixirs known that you can add more to and replace as needed at level up. But I'm guessing WOTC would consider that too much complexity for a subclass? Or maybe they'd need to go through and balance a potions list and they were running out of time towards release or something.
I'd even be down with learning a new experimental elixir to be a die roll, that'd be a randomness that actually fits the idea of experimentation, taking notes on what was done so that you can have repeatable results, not rolling the dice on a daily basis for elixirs you already know how to concoct.
Unclevertitle,
That’s probably the best proposed fix I have heard as of yet! I think that will be an official houserule in games I DM going forward. I was just about to point out what Pokepaladdy states until I say their post. I think you hit upon the perfect work around.
I also houseruled that Alchemists get the old Alchemical Homunculus if they take that infusion. Between those two things I think the Subclass comes up to par with the other two. What do you all think?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yep I'd take that style.
I personally, still wish that the Elixirs were an option of Alchemist Satchel.
With the Satchel being the same damage progression as UA, but modified. Instead of all attacks being Saved Base.
Alchemist fire and Acid are To Hit. Ranged Weapon Attacks using INT. (Not spell attack-to differentiate subclasses)
Tanglefoot and Thunderstone DC vs Debuff. Limit these to INT per short rest. Either the same pool or separate pools.
The above 4 combat Alchemy Weapons degrading if not used by the end of the turn as per UA. (bascially 1 action = draw and attack from the satchel. The Below being 1 action to create, standard item movement rules but they last until used)
healing salve staying the same. d8 at level 3, 2d8+int at level 5. and so on. Only effective on a person once per long rest. This basically will help with the healing amount issue, One good cure wounds for free, for everyone, once a day. This lets you hand it out to your party and or npcs in the morning for them to deal with. Alternatively you could make it last for only 1 hour and use it purely as a "avoid short rest" out of combat scenario
and then Elixirs. Probably with that progression you listed Unclevertitle. With the option of making more of the elixirs via spell slots as per normal. In this arrangement I'd even love that the elixir per day be random without a spell use. It would be amazingly flavorful, and the kit would be useful in almost every situation. While freeing up cantrips for support cantrips (since the alchemist is the support ish subclass of the 3) or for ranged combat cantrips. (As the range on the Satchel items would probably be 60 max)
Well and modify the level 5 thing. Maybe use that to add INT to damage on the Satchel weapons and INT to healing spells/satchel effects. Make the Satchel that subclass "item" like the artilirist's arcane blaster or the Battle Smith's magic weapon.
sidenote: They could just rename the acid/alch fire to avoid all connoations with the item--which would remove the confusion of "on damage do I get improvised weaopn's D4? What about profiency? questions that continue to crop up with those items). Alkali vial and some alternate name for Alchemist Fire-
-Naplam Flask, Sticky Burn Vial, tangleburn, Grease fire vial, Alchemiy Burn etc.Edit: Incendiary Flask. Thats the best name!Same mechanical effects.
Alkali Flask lv 3 starts at 2d6 acid on hit. Then level 5, 3d6+int, lv 10 4d6+int. Napalm Flask lv 3 is d4 fire on hit+ d4 at the start of their turns. lv5 2d4+int. lv 10 3d4+int. Can be stopped via an Action, or probably a dex save at the end of their round vs your Spell DC.
This is comparitive -but probably more consistent, than the current combat cantrip choices. though the Napalm could get out of hand spreading damage. So that might need adjusting down? Since you could spread it on 1 target a round, and if they keep failin their saves a lot of slow burn.
That would give the alchemist class a lot of options, and give them a different combat style than Artilirist. Elixirs would be part of the kit, but compete far less with the other class abilities the alchemist get. They'd be a self contained class that can do a bit of damage, several kinds of debuffs on a short rest (which is a nice counterpoint to Bard's support method), and can hand out party self buffs.
This would make a class I would adore, and would probably never want to play a different one. It would fulfil my person love of "item based" character. They would be able to fill any void in the party, or if they dedicated to it, could fulfil most of the duties of a healer fairly consistently.
----
On a tangent---I really personaly wish that Elixirs were specifcally allowed to be a Bonus Action to consume for anyone and everyone. Fact is they are very short duration, they are focused on one person only, and you can not feed them to other people who aren't KO'd. So, ultiamtely in my experience that means 80% of the time people won't use them. An action in combat is a very heavy cost for a single target buff. This gets even worse as you level up. Heck currently the healing one isn't even effected by the level 5 class ability so except for level 3 and 4, its almost enver a good idea to use that healing potion vs a spell. Post level 9 it gets a little better.
If they were a bonus action, I think a lot of folks would definitely consider taking one at the start of a fight. Or using their bonus action to consume the healing elixir-in effect they'd be using my spell slot, to healing word themselves. A fair trade in resources and action economy.
----
Hmm. I think for the Homunculus I think the current one would be fine. If it was properly edited to be an infusion. It bothers me greatly that its really just a copy paste from the old version. its very wonky and doesn't fit any infusion baseline we have. Its worded far too much in anthesis of the spirit of Infusions.
Things to fix:
Profiency scaling--its behind now because it doesn't start at 3 but instead 6. So it misses out on an entire level.
Make the "heart" that you infuse, instead of being the heart, make it a control crystal. The homculus drips from it as you enchant it. But whomever Attunes to it, gains the homculus familiar
Change the "you" term to "user" so whoever is attuned can use all of its abilities.
It has 10 int, it should be able to communicate in some method.
Then. Two choices, one or the other.
Give it the same familiar abilities--that is telepathic communication with the attuner and ability to display its visuals via a projection from the crystal--so everyone can watch it without you losing your senses-but in exchange you don't gain the hearing sense.
Or.
Give it the ability to communicate in some way with the attuner either telepathy or a display in the crystal etc. - But expand the Spell usage. instead of being restricted to "Touch spell" only, instead let them use any spells. This way the Homculus serves a very explcit and distinct purpose. You can make it do rituals for you. Or it could do longer spells such as Snare. It would give it real utility. and make it a useful infusion for all 3 subclasses as it would gain considerable out of combat utility via things like Mending, Snare,