There is a very good chance he's going to take Metamagic Adept to twin Haste or transmute another spell into acid. Otherwise, I think he's good. He tends to be in the back, so once I've boosted his CON I'll then see if anything tickles my fancy.
There is a very good chance he's going to take Metamagic Adept to twin Haste or transmute another spell into acid.
You won't be able to twin Haste unfortunately, as Metamagic Adept only gives you two sorcery points, but the cost to twin a spell is equal to the spell's level (so it'd be 3 sorcery points for Haste). You can use Quickened Spell to cast it as a bonus action on top of taking some other (non spell) action for two points, but for Metamagic I'd personally lean towards single point metamagics so you can use them more than once per long rest:
Careful Spell: This one may be handy if your party is always in your way but you really want to use your area spells. It only reduces damage to half for most damaging blasts (except cantrips) but is great for save-or-sucks that don't let you choose targets within the area. The number of creatures you can protect is tied to Charisma so may or may not be great value depending upon your ability scores, but even protecting only one ally can be useful if it means you can blast multiple enemies in a turn.
Distant Spell: This one will be campaign/DM dependent, but if your DM makes good use of larger battle areas where range and speed matter, then being able to double your range can be important.
Empowered Spell: This is good for countering bad damage rolls but like Careful Spell the number of dice you can re-roll is tied to Charisma.
Extended Spell: This is a favourite of mine for Metamagic adept, as extending the duration of a spell can effectively mean fewer spell slots used, which is good to have on a half caster (or third caster or a warlock etc.). I tend to use it with spells that last an hour, but if you're anticipating several combat encounters in quick succession then extending a spell that lasts 10 minutes can be good too.
Transmuted Spell: You already identified this one, and it can be good if you can find a spell you really like that doesn't normally work with Alchemical Savant but would if transmuted. I think ideally you want some kind of blast spell with a single damage roll, as the added damage then applies to every target in the area.
Twinned Spell: What's not to love about doubling the effect of a spell? I tend to use it with 1st level spells personally, because it lets you use it twice per long rest or keep other options open, but you have the flexibility to burn it on a 2nd level spell when that will make a difference.
The only two point metamagics I'd consider would be Quickened Spell if you have a really good combo in mind, or Seeking Spell if you just want a free re-roll to avoid a costly attack spell from missing. But I dunno for an Alchemist; like I say, with Alchemical Savant you want blasts to maximise the effect of your bonus damage (as a +4 or whatever bonus isn't much until you multiply it across 3+ enemies), so re-rolling spell attacks may not be that important, and while you might find an occasion when being able to quicken something and still take an action is good, it may not come up enough to be worth it. Since it's not a half feat and you only get two sorcery points you really want metamagics that you're going to use nearly every adventuring day IMO.
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I'm part of a West Marches style discord server. I have a Gnomish Battlesmith that rides his Steel Defender as a mount. He wields a Radiant infused Lance and a shield, then if he's unseated (if he gets knocked off, or his SD dies) he unslings his Enhanced Battleaxe and goes to town.
When he hit level 8 I could have gone lots of different ways like the Lucky Feat, Magic Initiate for some cantrips and a spell, or Metamagic Adept. I even considered Fighting Initiate for the Dueling Fighting Style (or just a 1 level Fighter dip, which I'm still considering for later down the track).
Instead, I went with Piercer.
It gave me another point in DEX, I can re-roll one damage die I'm not happy with, and if I crit I can roll another damage dice.
It works with my lance, and I sold my battleaxe and bought a War Pick which deals the same 1d8 damage as a battleaxe wielded with one hand, but now it can make use of the Piercer feat.
Building a firbolg battlesmith currently, and we get one free feat or uncommon magic item at character creation. Debating between a +1 All Purpose Tool to go tool man, or a handful of feats. Fey Touched, War Caster, Shield Master, Sentinel, Fighter Initiate, and a bunch of others all sound so good.
Battlesmith is odd. You get enough flexibility to do almost anything. Having played one to almost 20, I'll say saves and AC benefitted me more than anything. The tool is absolutely my best recommendation, sentinel is a trap, warcaster is only good for me for the con saves, fey touched is amazing, shield master is worded annoying and only really starts to matter once disintegrate shows up, fighter initiate is always valid for martials but is it best for you?, telekinesis is strong for support to use your bonus action and help keep your party safe but competes with your pet.
I'd recommend resilient con over the tool but artificers actually have con proficiency. Behind the tool it's really build dependent and up to the flavor you're doing. A strategy I used was take fey touched, charge in, assault, leave my defender and misty step away and go help somewhere else on the field when things were bad. You can do so much it's hard to provide good help.
I know, I know, I know. Everybody says it's one of the worst feats in the game. Everybody's wrong, especially for artificers. Skilled is one of exactly one ways to acquire more tool proficiencies if you're not a human or half-human, and artificers need tool proficiencies. If you want to try and take advantage of making your own shit, every tool you can bring to bear on the task is a lifesaver - especially when you get to tenth level and start trying to craft every single Uncommon or lower magic item in the books.
Jeweler's tools, woodcarver's tools, smith's tools, mason's tools, alchemist's supplies, leatherworker's tools. Absolute basics to work with gems, wood, metal, stone, 'Essentia', or hide. For more specialized items, the DM may call for shit like Cobbler's tools (wanna make magic boots? Gotta be able to make regular boots first), Weaver's tools (can't make magic clothes if you can't make regular clothes), or other item-specific options. Now admittedly, most DMs will likely let you make a "close enough" roll, and some of them might even just let you buy the base item.
But it's still fun to be able to say "Hey! I'm making Boots of Haste. I have smithing, leatherworking, and cobbling proficiency. I can take a chunk of iron ore and a dead cow and produce fine boots. Is that worth a reduced DC maybe, because I have total control over the entire process?"
Skilled. It's good. Take it.
I would agree 100% expect that the All-Purpose tool exists.
My Gnome Alchemist currently has:
There is a very good chance he's going to take Metamagic Adept to twin Haste or transmute another spell into acid. Otherwise, I think he's good. He tends to be in the back, so once I've boosted his CON I'll then see if anything tickles my fancy.
You won't be able to twin Haste unfortunately, as Metamagic Adept only gives you two sorcery points, but the cost to twin a spell is equal to the spell's level (so it'd be 3 sorcery points for Haste). You can use Quickened Spell to cast it as a bonus action on top of taking some other (non spell) action for two points, but for Metamagic I'd personally lean towards single point metamagics so you can use them more than once per long rest:
The only two point metamagics I'd consider would be Quickened Spell if you have a really good combo in mind, or Seeking Spell if you just want a free re-roll to avoid a costly attack spell from missing. But I dunno for an Alchemist; like I say, with Alchemical Savant you want blasts to maximise the effect of your bonus damage (as a +4 or whatever bonus isn't much until you multiply it across 3+ enemies), so re-rolling spell attacks may not be that important, and while you might find an occasion when being able to quicken something and still take an action is good, it may not come up enough to be worth it. Since it's not a half feat and you only get two sorcery points you really want metamagics that you're going to use nearly every adventuring day IMO.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Thanks for the tip re: Haste. Sounds like extended and transmuted may be the way to go, thanks 👍.
I went a bit different for mine.
I'm part of a West Marches style discord server. I have a Gnomish Battlesmith that rides his Steel Defender as a mount. He wields a Radiant infused Lance and a shield, then if he's unseated (if he gets knocked off, or his SD dies) he unslings his Enhanced Battleaxe and goes to town.
When he hit level 8 I could have gone lots of different ways like the Lucky Feat, Magic Initiate for some cantrips and a spell, or Metamagic Adept. I even considered Fighting Initiate for the Dueling Fighting Style (or just a 1 level Fighter dip, which I'm still considering for later down the track).
Instead, I went with Piercer.
It gave me another point in DEX, I can re-roll one damage die I'm not happy with, and if I crit I can roll another damage dice.
It works with my lance, and I sold my battleaxe and bought a War Pick which deals the same 1d8 damage as a battleaxe wielded with one hand, but now it can make use of the Piercer feat.
I'm pretty happy with my choice.
Telekinetic is a very useful feat for just about anyone.
Pretty much permanent mage hand, a bit of field control, and an ASI.
Building a firbolg battlesmith currently, and we get one free feat or uncommon magic item at character creation. Debating between a +1 All Purpose Tool to go tool man, or a handful of feats. Fey Touched, War Caster, Shield Master, Sentinel, Fighter Initiate, and a bunch of others all sound so good.
Battlesmith is odd. You get enough flexibility to do almost anything. Having played one to almost 20, I'll say saves and AC benefitted me more than anything. The tool is absolutely my best recommendation, sentinel is a trap, warcaster is only good for me for the con saves, fey touched is amazing, shield master is worded annoying and only really starts to matter once disintegrate shows up, fighter initiate is always valid for martials but is it best for you?, telekinesis is strong for support to use your bonus action and help keep your party safe but competes with your pet.
I'd recommend resilient con over the tool but artificers actually have con proficiency. Behind the tool it's really build dependent and up to the flavor you're doing. A strategy I used was take fey touched, charge in, assault, leave my defender and misty step away and go help somewhere else on the field when things were bad. You can do so much it's hard to provide good help.
I would agree 100% expect that the All-Purpose tool exists.