Hey everyone! Sorry in advance if this is posted in the wrong thread!
Currently playing a lvl 5 dark elf arcane trickster
Str 8
Dex 17
Con 14
Int 15
Wis 11
Cha 10
Proficiencies
Stealth
Acrobatics
Sleight of Hand
Investigation
Expertise
Sleight of Hand
Perception
Criminal background: arcana, deception
Feat: fey touched (int) with silvery barbs
Home brew world where race prejudice doesn't really exist. Parents were noble arch mages and he didn't want to be a mage but rather wanted to learn to fight with the sword. Parents didn't approve so he peaced out and become a street rat essentially. Basic rebellious "eff you mom and dad I do what I want" type. But he is educated so he's a pretty clever fellow.
As this is my first character in dnd I'm pretty new to all this. But I thought it might be cool if as part of his backstory he took a passing interest in chemistry while in school. The group has some downtime coming and the DM has given me the green light to use it to gain proficiency in alchemy tools.
Idk why, I just feel the alchemical magic might be a fun way to spice the class up, you know, add more mischief to his already growing bag of tricks.
Is this a viable path for me considering my int? I plan on getting it to 16 by the next ASI as I'll take +1 into both int and dex to round those numbers out?
The main thing is the opportunity cost of multiclassing. Rogues get some really nice stuff through the next few levels that you'll be giving up if you choose to multiclass. Evasion at L7, Reliable Talent at L11, Versatile Trickster at L13, the additional spells of higher levels than you'd have if you multiclassed, and the ability score increase progression not being delayed (Ability score increases are based on the class, not the overall character level, so if you are a L5 rogue and multiclass into artificer, your next ability score increase will be at L9 (the 4th artificer level)). The Rogue's sneak attack also improves with Rogue levels only. And, Artificers gain their archetype at L3, so it would still be a long while before your character becomes an Alchemist, even if you start immediately with the next character level.
To offset the opportunity costs, the Artificer gives you additional cantrips and the ability to prepare spells as needed from a list that includes healing spells, which is phenomenal. Also your infusions can be amazing, giving you access to magic weapons or armor without having to buy or luck into finding them... and you can just make for yourself my personal favorite Uncommon magic item, the winged boots.
It sounds to me like you have a specific concept in mind for roleplay and versatility more than strict optimization, so for you it sounds like this multiclass is a great choice. If nothing else, it's still broadening your experience and making your character unique and memorable.
Either way, I'd focus on spells that don't rely on spell attack rolls or enemies making saves, and instead focus on things that buff you or your party (like invisibility if you stick with Rogue a bit longer, or healing word if you pick up Artificer)
If you just want to learn how to use alchemical tools during the downtime for 250 GP, it’s a great use of down time. Arcane tricksters have a lot up their sleeves, but it doesn’t include much in the way of elemental damage. A little alchemy will allow you to make alchemical fire and acid vials, both of which are useful both for combat and roguish shenanigans.
Did you fail to pick that lock? A little acid will solve that. Need a distraction? Light something on fire or drop a smoke bomb. You can even identify poisons or neutralize acid.
Alchemist’s tools are one of the top tool proficiencies, and you’ve already got the best one - thieves tools.
If you just want to learn how to use alchemical tools during the downtime for 250 GP, it’s a great use of down time. Arcane tricksters have a lot up their sleeves, but it doesn’t include much in the way of elemental damage. A little alchemy will allow you to make alchemical fire and acid vials, both of which are useful both for combat and roguish shenanigans.
Did you fail to pick that lock? A little acid will solve that. Need a distraction? Light something on fire or drop a smoke bomb. You can even identify poisons or neutralize acid.
Alchemist’s tools are one of the top tool proficiencies, and you’ve already got the best one - thieves tools.
This is more what I was thinking..I want to stay on the rogue progression the whole way through and not sacrifice ASIs for feats...I was thinking proficiency in alchemy tools might be nice for the added utility/shenanigans without sacrificing level/ASI progression. Thanks!
I’d say if it’s your first character go straight rogue as multiclassing these two classes can be insane but you need to know all the rules to know how to give yourself the upper hand as you’ll be slightly sqiushy
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Hey everyone! Sorry in advance if this is posted in the wrong thread!
Currently playing a lvl 5 dark elf arcane trickster
Str 8
Dex 17
Con 14
Int 15
Wis 11
Cha 10
Criminal background: arcana, deception
Feat: fey touched (int) with silvery barbs
Home brew world where race prejudice doesn't really exist. Parents were noble arch mages and he didn't want to be a mage but rather wanted to learn to fight with the sword. Parents didn't approve so he peaced out and become a street rat essentially. Basic rebellious "eff you mom and dad I do what I want" type. But he is educated so he's a pretty clever fellow.
As this is my first character in dnd I'm pretty new to all this. But I thought it might be cool if as part of his backstory he took a passing interest in chemistry while in school. The group has some downtime coming and the DM has given me the green light to use it to gain proficiency in alchemy tools.
Idk why, I just feel the alchemical magic might be a fun way to spice the class up, you know, add more mischief to his already growing bag of tricks.
Is this a viable path for me considering my int? I plan on getting it to 16 by the next ASI as I'll take +1 into both int and dex to round those numbers out?
Tldr;
Is alchemy worth it?
Thanks!
The main thing is the opportunity cost of multiclassing. Rogues get some really nice stuff through the next few levels that you'll be giving up if you choose to multiclass. Evasion at L7, Reliable Talent at L11, Versatile Trickster at L13, the additional spells of higher levels than you'd have if you multiclassed, and the ability score increase progression not being delayed (Ability score increases are based on the class, not the overall character level, so if you are a L5 rogue and multiclass into artificer, your next ability score increase will be at L9 (the 4th artificer level)). The Rogue's sneak attack also improves with Rogue levels only. And, Artificers gain their archetype at L3, so it would still be a long while before your character becomes an Alchemist, even if you start immediately with the next character level.
To offset the opportunity costs, the Artificer gives you additional cantrips and the ability to prepare spells as needed from a list that includes healing spells, which is phenomenal. Also your infusions can be amazing, giving you access to magic weapons or armor without having to buy or luck into finding them... and you can just make for yourself my personal favorite Uncommon magic item, the winged boots.
It sounds to me like you have a specific concept in mind for roleplay and versatility more than strict optimization, so for you it sounds like this multiclass is a great choice. If nothing else, it's still broadening your experience and making your character unique and memorable.
Either way, I'd focus on spells that don't rely on spell attack rolls or enemies making saves, and instead focus on things that buff you or your party (like invisibility if you stick with Rogue a bit longer, or healing word if you pick up Artificer)
If you just want to learn how to use alchemical tools during the downtime for 250 GP, it’s a great use of down time. Arcane tricksters have a lot up their sleeves, but it doesn’t include much in the way of elemental damage. A little alchemy will allow you to make alchemical fire and acid vials, both of which are useful both for combat and roguish shenanigans.
Did you fail to pick that lock? A little acid will solve that. Need a distraction? Light something on fire or drop a smoke bomb. You can even identify poisons or neutralize acid.
Alchemist’s tools are one of the top tool proficiencies, and you’ve already got the best one - thieves tools.
Hadn't considered multiclassing as an artificer though that does sound fun! Thanks for your input!
This is more what I was thinking..I want to stay on the rogue progression the whole way through and not sacrifice ASIs for feats...I was thinking proficiency in alchemy tools might be nice for the added utility/shenanigans without sacrificing level/ASI progression. Thanks!
I’d say if it’s your first character go straight rogue as multiclassing these two classes can be insane but you need to know all the rules to know how to give yourself the upper hand as you’ll be slightly sqiushy