I would like to increase the other levels 7 to 12 with the Alchemist - but here's the problem: How can I be useful to the group besides giving potions?
Is there any hidden potential here to keep up with the group's Dmg in the long run?
So far I haven't thought of a way to help with damage. Currently I am inclined to level 7 (Alchemist 4) the feat Sharpshooter. But it looks to me as if this is the maximum I can reach up to level 12.
I have never played an alchemist before and in Avernus almost everything is immune against fire or poison anyway...
After consultation with my DM I can also use Fast Hands in combination with elixirs/potions.
I would be happy if you take a look at my build and write some ideas how to play it on the next levels.
First, you have a slight problem. You currently don’t have the stats to multiclass Artificer. You need at least a 13 in Intelligence to do so. Given your rolls and the race chosen, it also seems you forgot to adjust the Dexterity score to 16. You can fix this statistical problem in a couple ways: either move the 14 and 12 around before finishing racial adjustments, or we finish adjustments as is and bump up the Rogue level by one before taking Artificer levels.
Second, consider taking Medium Armor Master as a feat sometime after Artificer 4. Better armor plus effective Stealth is a good option, and this multiclass combo happens to be a good mix for it. Breastplate would then have an AC cap of 17 before any infusions or shields/spells.
Third, remember that the Alchemist specialization can improve Acid and Necrotic damage as well as Fire and Poison when it hits that Level 5 feature. Look into the list to find sources for Acid or Necrotic damage, and consider the Magic Initiate (Wizard) feat to pick up Chill Touch and Toll the Dead cantrips. Don’t neglect that the feature also improves the effectiveness of spells that roll for healing.
Finally, never forget that Artificers are craftsmen and tinkerers by nature. The class is meant to inspire creative problem solving, so look for ways to use anything at your disposal. Enemies are immune to your damage? Ask if the terrain can be affected. Combat is not the solution? Look over your spell list and consider unusual ways to use them.
Hello, everyone,
my character died in the champagne descent to Avernus, so i create a new one on level 6
I was not so lucky with the dice now (14, 12, 11,11, 8,8)
but I came up with a build that could be a lot of fun to play with.
Kobold Thief/ Alechemist.
Here is the link: https://ddb.ac/characters/33535992/ozHFIW
I would like to increase the other levels 7 to 12 with the Alchemist - but here's the problem: How can I be useful to the group besides giving potions?
Is there any hidden potential here to keep up with the group's Dmg in the long run?
So far I haven't thought of a way to help with damage. Currently I am inclined to level 7 (Alchemist 4) the feat Sharpshooter.
But it looks to me as if this is the maximum I can reach up to level 12.
I have never played an alchemist before and in Avernus almost everything is immune against fire or poison anyway...
After consultation with my DM I can also use Fast Hands in combination with elixirs/potions.
I would be happy if you take a look at my build and write some ideas how to play it on the next levels.
First, you have a slight problem. You currently don’t have the stats to multiclass Artificer. You need at least a 13 in Intelligence to do so. Given your rolls and the race chosen, it also seems you forgot to adjust the Dexterity score to 16. You can fix this statistical problem in a couple ways: either move the 14 and 12 around before finishing racial adjustments, or we finish adjustments as is and bump up the Rogue level by one before taking Artificer levels.
Second, consider taking Medium Armor Master as a feat sometime after Artificer 4. Better armor plus effective Stealth is a good option, and this multiclass combo happens to be a good mix for it. Breastplate would then have an AC cap of 17 before any infusions or shields/spells.
Third, remember that the Alchemist specialization can improve Acid and Necrotic damage as well as Fire and Poison when it hits that Level 5 feature. Look into the list to find sources for Acid or Necrotic damage, and consider the Magic Initiate (Wizard) feat to pick up Chill Touch and Toll the Dead cantrips. Don’t neglect that the feature also improves the effectiveness of spells that roll for healing.
Finally, never forget that Artificers are craftsmen and tinkerers by nature. The class is meant to inspire creative problem solving, so look for ways to use anything at your disposal. Enemies are immune to your damage? Ask if the terrain can be affected. Combat is not the solution? Look over your spell list and consider unusual ways to use them.