I honestly don't think it's necessary for the Alchemist to create and use the elixirs quickly in combat. To me an Alchemist is someone who prepares his elixirs beforehand. Similar to the infusions.
Great. Every other artificer subclass gets to be dynamic and reactive, using their abilities when and as they're needed rather than having to try and predict those abilities ahead of time. Assuming an alchemist does what everyone always expects an alchemist to do and uses ALL their spell slots creating 0.75th-level spells to hand out to their party along with all of their Infusions and probably also all of their gold...odds are very good that a significant number of those 0.75th-level spells don't end up used because they turned out to be wrong guesses. And people will complain that the artificer who is giving away all of their class features and all of their spell slots every long rest is not properly healing them.
The feature is just unrecoverably awful. The entire Alchemist subclass, as written in Rising, is objectively terrible. I miss the UA 2019 version so much...
I honestly don't think it's necessary for the Alchemist to create and use the elixirs quickly in combat. To me an Alchemist is someone who prepares his elixirs beforehand. Similar to the infusions.
Great. Every other artificer subclass gets to be dynamic and reactive, using their abilities when and as they're needed rather than having to try and predict those abilities ahead of time. Assuming an alchemist does what everyone always expects an alchemist to do and uses ALL their spell slots creating 0.75th-level spells to hand out to their party along with all of their Infusions and probably also all of their gold...odds are very good that a significant number of those 0.75th-level spells don't end up used because they turned out to be wrong guesses. And people will complain that the artificer who is giving away all of their class features and all of their spell slots every long rest is not properly healing them.
The feature is just unrecoverably awful. The entire Alchemist subclass, as written in Rising, is objectively terrible. I miss the UA 2019 version so much...
You're heavily exaggerating the negatives and dismissing the positives of this subclass and the artificer class as a whole. You do realize that you know what elixir you have when you create it, right? You don't have to guess what the elixir is when you use it. You get a free potion and get to decide when to best use it. It's like a having a trick card in your back pocket that you can take out at any point. That card just happens to change every long rest, which is not objectively bad.
There's no reason an artificer needs to "hand out to their party along with all of their Infusions and probably also all of their gold". There's no reason for an artificer to hand over anything they have to other party members just because they're an artificer. If you dump every spell slot you have into experimental elixirs and give away all your infusions, then you're basically just a monster stat block with only basic actions. You might as well as just make a Warforged artificer and leave them in a bag of holding the whole campaign. If that's how you think artificer is supposed to be played, you should probably look into playing a different class.
Artificer's biggest strength is their versatility and adaptability. They can basically fill any role needed by a party. They can do damage, crowd control, support, healing, tanking, or even split their role into any combination of those. They can even, to a point, swap their role if needed. They are also the only class that can swap out their cantrips. A flat increase of up to 5 to any healing or elemental damage is not objectively terrible. A free cast of Lesser Restoration, Greater Restoration, andHeal between every long rest is not objectively terrible. The alchemist is just as reactive as other artificer subclasses. They just have different tools to use. If anything, the battlesmith is the least reactive since their main feature remains the same.
If I was the person designing the Alchemist, I would have potions be in the game, but they would be infusions that you could take, and I'd keep the alchemical homunculus as the base subclass feature.
I wish that each artificer subclass will have an expanded infusion list specific to them, where an alchemist could make potions of growth/speed/healing, etc, an artillerist could make wands of fireball/lightning bolts, and battle smiths could make specific magic weapons.
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Please check out my homebrew, I would appreciate feedback:
Recently I've been considering trying to build a 'Combat Alchemist' subclass. Get back to what made the 2019 UA Alchemist so fantastic, especially since my attempt to fix the abortion that was the RLW subclass got shot down by DDB. To Hell with "Experimental Elixir" in any form. Rebuild the offensive combat support 2019 UA Alchemist that could fight just as well as any other subclass while still being a top-notch combat medic. Sadly we can't attach critter stat blocks to homebrew subclasses so no Homunculus, but there may be some suitable alternative. Hmm.
Recently I've been considering trying to build a 'Combat Alchemist' subclass. Get back to what made the 2019 UA Alchemist so fantastic, especially since my attempt to fix the abortion that was the RLW subclass got shot down by DDB. To Hell with "Experimental Elixir" in any form. Rebuild the offensive combat support 2019 UA Alchemist that could fight just as well as any other subclass while still being a top-notch combat medic. Sadly we can't attach critter stat blocks to homebrew subclasses so no Homunculus, but there may be some suitable alternative. Hmm.
You can, they just don’t automatically populate the Extras. What it does is let you add a monster to that subclass’s approved list of monsters for that ruleset. So, for example, you could attach a Homunculus that would use the same ruleset as a Animal Companion, and a character with your subclass could go into the Extras and look under Animal Companions and it would be on the list to select. I did it for an Artificer subclass already. Third_Sundering can confirm.
Problem 4: Action economy prevents creating new elixirs from being viable in combat. It takes an action to create the elixir, an action to give the elixir to someone else, and yet a third action to then consume that elixir. That is three heckin' turns to cast a 0.75th or so level spell on an ally if you discover that against all possible odds, one of your 0.75trh-level liquid not-a-spells happens to be what the party needs in a fracas.
Just for conversations' sake, I was allowed by my DM to create a design with a skill roll, track down and buy/craft materials with a skill roll, track down and use a fully functioning workshop and with a final skill roll and a high DC created a modular syringe that fits any and all potions. Thank goodness for Flash of Genius, Guidance and the mini Bless potion from the Experimental Elixir feature, as I have now removed the action to hand off a potion and an other action for them to drink it.
I say all only to put forward that I like the Exp Elixir. I like the randomness, with 7 party members each one gets a certain potion if I roll it up. However, that may stem from already being level 9 when the class upgraded to the official class.
I do very much agree with the final part of the comment you comment (that I snipped for some reason). I liked the homunculus as a standard feature much more.
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.
Heh. The fact that you had to homebrew that fix to the feature before it stopped being so clanky just kinda speaks to the fact that the base design is total donkey dooky, ne? It's a reasonable fix for Hjalmar, but it's also not available to most alchemists. Most of them either hope their Wild Chemistry is ready before combat or they don't get to use it. Obnoxious as it is.
Touche! I had not thought of it that way! I thought of it as "a cool thing I could do as an artificer to make my class even better" and didnt even realise I sought out to fix an artificer feature, even though I like it hahaha
As you were, carry on.
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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.
To return to the initial topic, I have some modest hopes for the artificer reprint in Tasha's beyond the removal of Eberron-specific flavor and since the armorer is already confirmed.
1. Adding more spells to the artificer spell list. I believe we can all agree that WotC left out some truly obvious choices.
2. Some artificer-only spells since even the sorcerer has a sorcerer-only spell. Some more acid, fire, poison, and necrotic damage spells would be really well received.
3. Change the wording of the artillerist's explosive cannon to increase both the damage and temporary hit point rolls of the eldritch cannon. I am almost positive that was a misprint.
4. An infusion (probably a mid-to-high-level one) that gives a bonus to your spell save DC. Something like +1 at 6th or 10th level and +2 at 14th or 18th level would be perfect.
5. An infusion that once per day, allows you to cast one of a select few spells beyond 5th-level at 14th and 18th level. My mad scientist needs his death ray (disintegrate) and life model decoy (simulacrum).
6. Actually adding tinker's tools to the artificer's starting equipment. I mean come on. How do you explain giving me thieve's tools and not tinker's tools as starting equipment when your very first ability, magical tinkering, requires tinker's tools? Also, why doesn't the tools required subheading for spellcasting allow you cast artificer spells with tinker's tools while thieve's tools are perfectly okay? I am at least as creative as the next guy, but I have no idea how you flavor casting something like false life or feather fall with lock picks and a small mirror. (Edit: Upon review, I realized tinker's tools are included in artisan tools. I mistakenly thought they were a separate category like navigator's tools or a disguise kit)
I don't think any of this is a big ask. They could even explain requests 1, 3, and 6 as errata since Eberron: RftLW hasn't been out that long.
Artificers not starting with tinker's tools is pretty egregious. Don't know a single non-AL DM who's let that stand. That'd be nice errata. Don't think we'll get expanded spells outside an ESL variant feature though, and I'm certain Wizards very much meant to ship the Artillerist with no second d8 on the Protector cannon.
Being able to generate 2d8+5 temp HP every single turn without any resource expenditure beyond a bonus action would be ludicrous. It's already blocking rightabous thirty damage every single turn, assuming average rolls, an average of the Artillerist and two buddies, and an enemy who's chewing through that buffer every turn. That's an amazingly potent buffer compared to similar defensive abilities like the Abjuration wizard's Arcane Ward. It'd get out of control in a hurry if the artificer could reliably generate 15+ THP for her entire party every turn.
I actually think getting more spells added to the artificer spell list is one of the more likely things to happen on my list especially due to the class variants being published in the same book.
Also, while I do see your point about an average of 15 temporary hit points being quite the buffer, I don't think it is as ludicrous as you say it is for several reasons. One, unlike the abjurer's Arcane Ward which is its own thing totally separate from temporary hit points, the temporary hit points from the Eldritch Cannon do not stack with other sources of temporary hit points and cannot regenerate. They can only be reapplied which means you could always roll low. Two, having your Eldritch Cannon in protector mode removes an average of 15 hit points worth of potential damage your party is dealing per round. Three, the creatures have to be within 10 feet of the Eldritch Cannon to receive temporary hit points which means it is either in the front, where a single attack by a creature that likely has three or four attacks will chew right through those 15 points or in the back, where the characters either take no damage or go unconscious after one or two good AoE attacks. Four, and I feel a lot of people forget this, an Eldritch Cannon can be destroyed. Albeit at this point, it will have around 60 combined hit points and temporary hit points. However, if you are fighting even a moderately smart opponent, they will prioritize removing the literal heal bot before picking off your damage dealers, and we all know how effective focused fire can be especially if you are fighting multiple creatures. In summary, I think it balances out considering the kind of creatures you are likely facing and the potential alternative actions you are giving up.
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Bark side up, bark side down, it really, truly does not matter.
Maybe a good alternative to increasing the temp hp output of the Protector Cannon would be to increase its range at higher levels, like maybe another 10ft to 20ft kinda like how a Paladin’s aura increases in range at higher levels.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
I honestly don't think it's necessary for the Alchemist to create and use the elixirs quickly in combat. To me an Alchemist is someone who prepares his elixirs beforehand. Similar to the infusions.
I agree, as do the designers. It's why alchemists can make one as part of a long rest. Expending spell slots to create a new one in a pinch is there if someone wants it.
Personally, I like the random nature. They're experimental elixirs, after all. And none of them are terrible results.
Healing is better than cure wounds, on average.
Swiftness is a longstrider that only lasts as long as shield of faith.
Resilience is a concentration-free shield of faith at the cost of a smaller bonus to AC.
Boldness is a concentration-free bless for a single target.
Flight is flying, requiring no concentration, at 3rd level or by expending a 1st-level spell slot. That's huge, no matter how you slice it.
Transformation is a concentration-free alter self, a 2nd-level spell, with a shorter duration. For not expending a spell slot, or the equivalent of a 1st-level spell slot, that's fantastic.
Maybe a good alternative to increasing the temp hp output of the Protector Cannon would be to increase its range at higher levels, like maybe another 10ft to 20ft kinda like how a Paladin’s aura increases in range at higher levels.
I could see this being a good compromise for the healbot. I feel like its still a huge loss in opportunity. Or taking a page from the paly aura maybe give it an additional effect. something like -as long as a creature has these temporary hit points it gains resistance to force damage- or some other weird shit like that.
Experimental Elixir would be dramatically improved just by making the healing effect automatic and providing a random buff effect on top of that.
I actually really like this idea, though I'd make it just be 1d6+int instead of 2d4+int. Then you can replace the healing elixir with something else. Water breathing would be cool but also very situational compared to the current options. I think 60ft dark vision or even 10ft true vision could fit.
Swiftness is a longstrider that only lasts as long as shield of faith.
Resilience is a concentration-free shield of faith at the cost of a smaller bonus to AC.
Boldness is a concentration-free bless for a single target.
Flight is flying, requiring no concentration, at 3rd level or by expending a 1st-level spell slot. That's huge, no matter how you slice it.
Transformation is a concentration-free alter self, a 2nd-level spell, with a shorter duration. For not expending a spell slot, or the equivalent of a 1st-level spell slot, that's fantastic.
1. Until level 5 when Alchemical Savant comes online. Because bizarrely enough Alchemical Savant does not apply to Experimental Elixir. Plus the lack of a need to "pre-cast" the spell as opposed to produce the Elixir, being able to administer to others while they're still conscious, the ability to cast it through your Homunculus Servant if you take that infusion, etc. Though this turns around again at level 9 when the temp HP comes into the mix.
Honestly, I wouldn't mind nixing this option entirely and just actually craft potions of healing. I can get the temp HP from the other options of Experimental Elixir.
2. Swiftness actually lasts the full hour. It's the ONE Experimental Elixir with a duration of 1 hour. The rest are either 10 minutes or 1 minute. That said it's precisely as exciting as Longstrider which is to say not all that much.
3. Consider this comparison:
Shield of Faith: Bonus action to cast, +2 AC, Range 60 feet, duration concentration 10 minutes. Resilience: Action to use, +1 AC, effective range self, duration 10 minutes. Standing behind Half Cover: Depends on terrain and placement of creatures, only cost is movement (unless using the Dash action), +2 to AC and Dex saving throws, duration depends on the situation.
Shield of Faith can be cast on other people as a bonus action, this makes it significantly better than Resilience. But not everyone can cast Shield of Faith. But everyone can stand behind half cover. Resilience's competition is standing behind half cover or having a turn where you have nothing better to do with your action.
4. This makes boldness equal to 1/3 of Bless, a 1st level spell. The lack of concentration is nice but it's not an equal trade in my opinion. It lasting only 1 minute means it more or less has to be drunk in combat or else directly before in an ambush scenario. It suffers the most from the action economy problem of Experimental Elixir.
5. Flight is excellent.
6. Transformation is also excellent.
What I like especially about 5 and 6 is how they have both combat applications and applications outside of combat so the action economy problem is much less of an issue for them. If all the Experimental Elixirs were as applicable outside of combat as they were inside combat they'd be more appealing. Plus 5 and 6 do really really cool and interesting things instead of just adding a bonus to ordinary things.
If even just the more combat focused elixirs (swiftness, resilience, boldness) could be used as a bonus action instead of an action they'd be much improved and more likely to be used over say, just attacking. If you're in a combat encounter you expect to last more than 3 rounds spending the first turn to drink one of these is probably a decent idea. Otherwise the combat probably won't last long enough to really see much benefit out of it over just spending the first turn actually participating in the combat.
Experimental Elixir would be dramatically improved just by making the healing effect automatic and providing a random buff effect on top of that.
I actually really like this idea, though I'd make it just be 1d6+int instead of 2d4+int. Then you can replace the healing elixir with something else. Water breathing would be cool but also very situational compared to the current options. I think 60ft dark vision or even 10ft true vision could fit.
Water breathing and swim speed are already covered by the transformation elixir since aquatic adaptation is an option of the alter self spell.
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Bark side up, bark side down, it really, truly does not matter.
Experimental Elixir would be dramatically improved just by making the healing effect automatic and providing a random buff effect on top of that.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Great. Every other artificer subclass gets to be dynamic and reactive, using their abilities when and as they're needed rather than having to try and predict those abilities ahead of time. Assuming an alchemist does what everyone always expects an alchemist to do and uses ALL their spell slots creating 0.75th-level spells to hand out to their party along with all of their Infusions and probably also all of their gold...odds are very good that a significant number of those 0.75th-level spells don't end up used because they turned out to be wrong guesses. And people will complain that the artificer who is giving away all of their class features and all of their spell slots every long rest is not properly healing them.
The feature is just unrecoverably awful. The entire Alchemist subclass, as written in Rising, is objectively terrible. I miss the UA 2019 version so much...
Please do not contact or message me.
You're heavily exaggerating the negatives and dismissing the positives of this subclass and the artificer class as a whole. You do realize that you know what elixir you have when you create it, right? You don't have to guess what the elixir is when you use it. You get a free potion and get to decide when to best use it. It's like a having a trick card in your back pocket that you can take out at any point. That card just happens to change every long rest, which is not objectively bad.
There's no reason an artificer needs to "hand out to their party along with all of their Infusions and probably also all of their gold". There's no reason for an artificer to hand over anything they have to other party members just because they're an artificer. If you dump every spell slot you have into experimental elixirs and give away all your infusions, then you're basically just a monster stat block with only basic actions. You might as well as just make a Warforged artificer and leave them in a bag of holding the whole campaign. If that's how you think artificer is supposed to be played, you should probably look into playing a different class.
Artificer's biggest strength is their versatility and adaptability. They can basically fill any role needed by a party. They can do damage, crowd control, support, healing, tanking, or even split their role into any combination of those. They can even, to a point, swap their role if needed. They are also the only class that can swap out their cantrips. A flat increase of up to 5 to any healing or elemental damage is not objectively terrible. A free cast of Lesser Restoration, Greater Restoration, and Heal between every long rest is not objectively terrible. The alchemist is just as reactive as other artificer subclasses. They just have different tools to use. If anything, the battlesmith is the least reactive since their main feature remains the same.
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If I was the person designing the Alchemist, I would have potions be in the game, but they would be infusions that you could take, and I'd keep the alchemical homunculus as the base subclass feature.
I wish that each artificer subclass will have an expanded infusion list specific to them, where an alchemist could make potions of growth/speed/healing, etc, an artillerist could make wands of fireball/lightning bolts, and battle smiths could make specific magic weapons.
Please check out my homebrew, I would appreciate feedback:
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Honestly?
Recently I've been considering trying to build a 'Combat Alchemist' subclass. Get back to what made the 2019 UA Alchemist so fantastic, especially since my attempt to fix the abortion that was the RLW subclass got shot down by DDB. To Hell with "Experimental Elixir" in any form. Rebuild the offensive combat support 2019 UA Alchemist that could fight just as well as any other subclass while still being a top-notch combat medic. Sadly we can't attach critter stat blocks to homebrew subclasses so no Homunculus, but there may be some suitable alternative. Hmm.
Please do not contact or message me.
You can, they just don’t automatically populate the Extras. What it does is let you add a monster to that subclass’s approved list of monsters for that ruleset. So, for example, you could attach a Homunculus that would use the same ruleset as a Animal Companion, and a character with your subclass could go into the Extras and look under Animal Companions and it would be on the list to select. I did it for an Artificer subclass already. Third_Sundering can confirm.
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Can confirm the workaround as well. I think we all had to do that for Steel Defenders before that got fixed by the DDB team.
Just for conversations' sake, I was allowed by my DM to create a design with a skill roll, track down and buy/craft materials with a skill roll, track down and use a fully functioning workshop and with a final skill roll and a high DC created a modular syringe that fits any and all potions. Thank goodness for Flash of Genius, Guidance and the mini Bless potion from the Experimental Elixir feature, as I have now removed the action to hand off a potion and an other action for them to drink it.
I say all only to put forward that I like the Exp Elixir. I like the randomness, with 7 party members each one gets a certain potion if I roll it up. However, that may stem from already being level 9 when the class upgraded to the official class.
I do very much agree with the final part of the comment you comment (that I snipped for some reason). I liked the homunculus as a standard feature much more.
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.
Heh. The fact that you had to homebrew that fix to the feature before it stopped being so clanky just kinda speaks to the fact that the base design is total donkey dooky, ne? It's a reasonable fix for Hjalmar, but it's also not available to most alchemists. Most of them either hope their Wild Chemistry is ready before combat or they don't get to use it. Obnoxious as it is.
Please do not contact or message me.
Touche! I had not thought of it that way! I thought of it as "a cool thing I could do as an artificer to make my class even better" and didnt even realise I sought out to fix an artificer feature, even though I like it hahaha
As you were, carry on.
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.
To return to the initial topic, I have some modest hopes for the artificer reprint in Tasha's beyond the removal of Eberron-specific flavor and since the armorer is already confirmed.
1. Adding more spells to the artificer spell list. I believe we can all agree that WotC left out some truly obvious choices.
2. Some artificer-only spells since even the sorcerer has a sorcerer-only spell. Some more acid, fire, poison, and necrotic damage spells would be really well received.
3. Change the wording of the artillerist's explosive cannon to increase both the damage and temporary hit point rolls of the eldritch cannon. I am almost positive that was a misprint.
4. An infusion (probably a mid-to-high-level one) that gives a bonus to your spell save DC. Something like +1 at 6th or 10th level and +2 at 14th or 18th level would be perfect.
5. An infusion that once per day, allows you to cast one of a select few spells beyond 5th-level at 14th and 18th level. My mad scientist needs his death ray (disintegrate) and life model decoy (simulacrum).
6. Actually adding tinker's tools to the artificer's starting equipment. I mean come on. How do you explain giving me thieve's tools and not tinker's tools as starting equipment when your very first ability, magical tinkering, requires tinker's tools?
Also, why doesn't the tools required subheading for spellcasting allow you cast artificer spells with tinker's tools while thieve's tools are perfectly okay? I am at least as creative as the next guy, but I have no idea how you flavor casting something like false life or feather fall with lock picks and a small mirror.(Edit: Upon review, I realized tinker's tools are included in artisan tools. I mistakenly thought they were a separate category like navigator's tools or a disguise kit)I don't think any of this is a big ask. They could even explain requests 1, 3, and 6 as errata since Eberron: RftLW hasn't been out that long.
Bark side up, bark side down, it really, truly does not matter.
Artificers not starting with tinker's tools is pretty egregious. Don't know a single non-AL DM who's let that stand. That'd be nice errata. Don't think we'll get expanded spells outside an ESL variant feature though, and I'm certain Wizards very much meant to ship the Artillerist with no second d8 on the Protector cannon.
Being able to generate 2d8+5 temp HP every single turn without any resource expenditure beyond a bonus action would be ludicrous. It's already blocking rightabous thirty damage every single turn, assuming average rolls, an average of the Artillerist and two buddies, and an enemy who's chewing through that buffer every turn. That's an amazingly potent buffer compared to similar defensive abilities like the Abjuration wizard's Arcane Ward. It'd get out of control in a hurry if the artificer could reliably generate 15+ THP for her entire party every turn.
Please do not contact or message me.
I actually think getting more spells added to the artificer spell list is one of the more likely things to happen on my list especially due to the class variants being published in the same book.
Also, while I do see your point about an average of 15 temporary hit points being quite the buffer, I don't think it is as ludicrous as you say it is for several reasons. One, unlike the abjurer's Arcane Ward which is its own thing totally separate from temporary hit points, the temporary hit points from the Eldritch Cannon do not stack with other sources of temporary hit points and cannot regenerate. They can only be reapplied which means you could always roll low. Two, having your Eldritch Cannon in protector mode removes an average of 15 hit points worth of potential damage your party is dealing per round. Three, the creatures have to be within 10 feet of the Eldritch Cannon to receive temporary hit points which means it is either in the front, where a single attack by a creature that likely has three or four attacks will chew right through those 15 points or in the back, where the characters either take no damage or go unconscious after one or two good AoE attacks. Four, and I feel a lot of people forget this, an Eldritch Cannon can be destroyed. Albeit at this point, it will have around 60 combined hit points and temporary hit points. However, if you are fighting even a moderately smart opponent, they will prioritize removing the literal heal bot before picking off your damage dealers, and we all know how effective focused fire can be especially if you are fighting multiple creatures. In summary, I think it balances out considering the kind of creatures you are likely facing and the potential alternative actions you are giving up.
Bark side up, bark side down, it really, truly does not matter.
Maybe a good alternative to increasing the temp hp output of the Protector Cannon would be to increase its range at higher levels, like maybe another 10ft to 20ft kinda like how a Paladin’s aura increases in range at higher levels.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
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I agree, as do the designers. It's why alchemists can make one as part of a long rest. Expending spell slots to create a new one in a pinch is there if someone wants it.
Personally, I like the random nature. They're experimental elixirs, after all. And none of them are terrible results.
I could see this being a good compromise for the healbot. I feel like its still a huge loss in opportunity. Or taking a page from the paly aura maybe give it an additional effect. something like -as long as a creature has these temporary hit points it gains resistance to force damage- or some other weird shit like that.
I actually really like this idea, though I'd make it just be 1d6+int instead of 2d4+int. Then you can replace the healing elixir with something else.
Water breathing would be cool but also very situational compared to the current options. I think 60ft dark vision or even 10ft true vision could fit.
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1. Until level 5 when Alchemical Savant comes online. Because bizarrely enough Alchemical Savant does not apply to Experimental Elixir. Plus the lack of a need to "pre-cast" the spell as opposed to produce the Elixir, being able to administer to others while they're still conscious, the ability to cast it through your Homunculus Servant if you take that infusion, etc.
Though this turns around again at level 9 when the temp HP comes into the mix.
Honestly, I wouldn't mind nixing this option entirely and just actually craft potions of healing. I can get the temp HP from the other options of Experimental Elixir.
2. Swiftness actually lasts the full hour. It's the ONE Experimental Elixir with a duration of 1 hour. The rest are either 10 minutes or 1 minute. That said it's precisely as exciting as Longstrider which is to say not all that much.
3. Consider this comparison:
Shield of Faith: Bonus action to cast, +2 AC, Range 60 feet, duration concentration 10 minutes.
Resilience: Action to use, +1 AC, effective range self, duration 10 minutes.
Standing behind Half Cover: Depends on terrain and placement of creatures, only cost is movement (unless using the Dash action), +2 to AC and Dex saving throws, duration depends on the situation.
Shield of Faith can be cast on other people as a bonus action, this makes it significantly better than Resilience. But not everyone can cast Shield of Faith.
But everyone can stand behind half cover. Resilience's competition is standing behind half cover or having a turn where you have nothing better to do with your action.
4. This makes boldness equal to 1/3 of Bless, a 1st level spell. The lack of concentration is nice but it's not an equal trade in my opinion. It lasting only 1 minute means it more or less has to be drunk in combat or else directly before in an ambush scenario. It suffers the most from the action economy problem of Experimental Elixir.
5. Flight is excellent.
6. Transformation is also excellent.
What I like especially about 5 and 6 is how they have both combat applications and applications outside of combat so the action economy problem is much less of an issue for them. If all the Experimental Elixirs were as applicable outside of combat as they were inside combat they'd be more appealing.
Plus 5 and 6 do really really cool and interesting things instead of just adding a bonus to ordinary things.
If even just the more combat focused elixirs (swiftness, resilience, boldness) could be used as a bonus action instead of an action they'd be much improved and more likely to be used over say, just attacking. If you're in a combat encounter you expect to last more than 3 rounds spending the first turn to drink one of these is probably a decent idea. Otherwise the combat probably won't last long enough to really see much benefit out of it over just spending the first turn actually participating in the combat.
Water breathing and swim speed are already covered by the transformation elixir since aquatic adaptation is an option of the alter self spell.
Bark side up, bark side down, it really, truly does not matter.