i have found it odd that people have been hoping for booming blade / flame blade given it has the extra attack; but once i thought about it it might be handy at early lvl's and can be swapped out at later levels once you get extra attack. i keep forgetting you can swap the cantrip every lvl. but do you think it will be viable at high levels?
I am hoping for a subclass that grants proficiency in martial weapons, like when wearing a certain gauntlet grants the use or such. I mean this is the only half caster class that has weapon restrictions, while it doesn't have heavy armor like the Paladin it has other benefits that paladins don't like a pet either an all the time pet, or a summoned pet for 10 minutes. That said there maybe something along that line in the next UA.
Here is an interesting predicament regarding the Turret. The turret doesn't get a turn and instead can only be activated using your bonus action. When it is activated it can also move or climb up to 15 feet.
Read as worded, this movement completely ignores Opportunity Attacks since the Turret is being moved using someone else's bonus action (the artificer). And even if you considered the turret an extension of the artificer, only movement caused by Move, Action or Reactions provoke opportunity attacks and since this movement is caused by a bonus action it wouldn't provoke with that interpretation, either.
Additionally, if you are playing a small race and are using your turret as a sort of mount, you can avoid attacks of opportunities in the same way.
Edit: Actually you don't even have to go that far in rationalizing it. The rules on Opportunity Attacks state that "You can make an opportunity attack when a hostile creature that you can see moves out of your reach." So the turret cannot provoke opportunity attacks.
is it me or does the chemist not really have enough healing spells? like i would honestly prefer healing word over cure wounds if we are only getting one spell. academical mastery i kinda wish also gave the bonus to healing potions that we craft; or at least give us something along a light version of the healer feat. it just seems odd it says best healer among them but not really seem to have that support in mind. and yes the homunculus does have the resilience power but that wont save an ally whos already at 0 hp.
Here are the things I am going to suggest to WotC when the survey comes out, If I miss something that you think should work please mention it.
At Level 10 the cantrip ability is ok, But I believe that supier attunement should start here with the following: You can now attune to a number of magical items equal to your Proficiency Bonus. This means 4 at level 10, 5 at level 13, and finally 6 at level 17. (I am not sure on the saving throw bonuses based on attunement any ideas on that note?)
They should include a Weaponsmith/Armorer as subclasses granting martial weapons proficiency. I also miss the satchel from the old UA Artificer especially for the Alchemist. I will add more as I think of them.
EDIT
One other thing I thought of should there be subclass specific infusions? something that can give extra flavor for the subclass chosen?
Here are the things I am going to suggest to WotC when the survey comes out, If I miss something that you think should work please mention it.
At Level 10 the cantrip ability is ok, But I believe that supier attunement should start here with the following: You can now attune to a number of magical items equal to your Proficiency Bonus. This means 4 at level 10, 5 at level 13, and finally 6 at level 17. (I am not sure on the saving throw bonuses based on attunement any ideas on that note?)
They should include a Weaponsmith/Armorer as subclasses granting martial weapons proficiency. I also miss the satchel from the old UA Artificer especially for the Alchemist. I will add more as I think of them.
EDIT
One other thing I thought of should there be subclass specific infusions? something that can give extra flavor for the subclass chosen?
I posted the same idea earlier on. :)
I also believe that the 5th level ability:
Arcane Armament Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.
Would have been better as a 5th level version of the fighter's Eldritch Knight 7th level ability:
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Change the weapon attack to a magical weapon attack.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Keep in mind, that the Artificier uses items, tools and so on and not spells. the cure wound is more likely a healing potion or salve and you normally dont throw this at someone. Even if I, too, wished a mass healing spell at later levels (like throwing a flash with healing fumes) I am fine with himhaving much more the "pure alchemist" thought to have instead alot of restoration spell, fullfilling the "Panacea" dream every alchemist in our world had. I mean alone when I get that feature i can cast it 5 times for free. Not sure if I need that much but I am glad to have it.
I am making a dragonmarked dwarven artificer/alchemist who is not afraid to be on the frontline (I rolled well for stats, so he has 17 CON 20 INT and 16 DEX) and can so be always in touch with the melees for a healing touch, while the homunculus supports the backline (and the cleric).
We are not a full healing class but more transmutation mage oriented with a bardic/cleric touch. I am very happy with the new one, I just hope they release more Infusions and somethign to make the turrets of the other subclass relevant later on
EDIT: Maybe lower the level requirement for Tier 2 infusion items from 12th to 8th or 9th level
I am really sad it seems most of the community did not enjoy Supperior attunement and Infuse Magic in the last play test according to Crawford Dragon+ video. Guess they will be unlikely to survive to the full class.
My suggestions for the survey have gotten simpler over time but I still focus on 3 points:
1. I don’t like the Unsymmetry of Half caster at level 1, so I suggest “Right Cantrip for the Job” at level 1 with only 2 Cantrips known and Spell casting back at level 2.
2. Subclasses with only 3 features always feel too short, not defining enough, and the artillerist feels a little confused given how few wands there are in core DND.
3. Return of Supperior Attunement for 10, 15 and 20th levels, and return of Spending Spell Slots to give to other allies. At the moment the high level feature seem completely out of left field and annoyingly like “I would have liked to have these options earlier...”
(I think the response to Spending spell slots may have been overly negative in 2017, as you lose Int mod spell slots which are your core damage feature, but if changed to you have to choose an infusion per item you hand over it is less “expected” but still an option to do something uniquely Artificery)
Here are the things I am going to suggest to WotC when the survey comes out, If I miss something that you think should work please mention it.
At Level 10 the cantrip ability is ok, But I believe that supier attunement should start here with the following: You can now attune to a number of magical items equal to your Proficiency Bonus. This means 4 at level 10, 5 at level 13, and finally 6 at level 17. (I am not sure on the saving throw bonuses based on attunement any ideas on that note?)
They should include a Weaponsmith/Armorer as subclasses granting martial weapons proficiency. I also miss the satchel from the old UA Artificer especially for the Alchemist. I will add more as I think of them.
EDIT
One other thing I thought of should there be subclass specific infusions? something that can give extra flavor for the subclass chosen?
If they were to base Superior Attunement on proficiency bonus, I think they'd have to retool the level 20 Soul of Artifice feature (which, maybe that'd be a good thing...)
I did have the thought that the spellcasting focus for Artificer could be changed from being artisans tools to being an object crafted using artisan's tools called an Arcane Apparatus, which could be worded as thus:
“You use your artisan’s tools to create an Arcane Apparatus, which you can use as a spellcasting focus for your Artificer spells. The exact form of your Arcane Apparatus is up to your discretion, be it a case containing magical scrolls, a satchel filled with chemicals and reagents, a mechanical device that cycles through different settings, or something else entirely. Only you are able to use your Arcane Apparatus, and if it is lost or destroyed you can use your artisan’s tools to construct a new one for 10 gp.”
(For the record, I'm not terribly bothered by the class using artisan's tools as a focus, but it does seem some people have trouble wrapping their head around the concept so this is just my take on reflavoring it.)
As for subclass specific infusions, I think WotC tried something similar with a UA for Warlock Invocations and it wasn't well received. However, if they did decide to go that route with the Artificer, I think it could work well if they made it so those infusions were automatically added to the subclass, rather than having to choose them over other options (though they would still need to weigh which infusions to have active).
Honestly, one of the problems I have with the Alchemist (which I think I've said multiple times I'm not fond of, lol) is that two of it's features are mostly taken up by being able to cast the restoration spells. If this were a class that didn't have access to spellcasting I could overlook that, but this is a spellcasting class, and both of those spells are already on the class list. Baking them in as subclass features not only feels lazy to me, I feel like it's pushing me into a style of play I'm not particularly interesting in playing.
With the exception that you dont need to spend really valuable spellslots or prepared slots for restoration. Two ressources that are really really really really reeeeaaallly sparse on our class. So not actually have to spend 2nd or 5th level slots or prepared slots is a huge boon on a half caster that really has only INT + 0,5 LVL (rounded down) prepared slots.
Furthermore you gain permanent spells with your specialization that you dont have to prepare.
I think it needs a bit of finetuning ( a bit more infusion and maybe subclass fantasy stuff) but I dont think giving us a panacea skill (which as I said was the central focus in alchemy beside the philosopher stone/metal to gold) was lazy or punishing, when it really has a boon
I am really sad it seems most of the community did not enjoy Supperior attunement and Infuse Magic in the last play test according to Crawford Dragon+ video. Guess they will be unlikely to survive to the full class.
My suggestions for the survey have gotten simpler over time but I still focus on 3 points:
1. I don’t like the Unsymmetry of Half caster at level 1, so I suggest “Right Cantrip for the Job” at level 1 with only 2 Cantrips known and Spell casting back at level 2.
2. Subclasses with only 3 features always feel too short, not defining enough, and the artillerist feels a little confused given how few wands there are in core DND.
3. Return of Supperior Attunement for 10, 15 and 20th levels, and return of Spending Spell Slots to give to other allies. At the moment the high level feature seem completely out of left field and annoyingly like “I would have liked to have these options earlier...”
(I think the response to Spending spell slots may have been overly negative in 2017, as you lose Int mod spell slots which are your core damage feature, but if changed to you have to choose an infusion per item you hand over it is less “expected” but still an option to do something uniquely Artificery)
It surprises me that Superior Attunement wasn't well received. It's a really cool feature. I think they're trying to retain the general essence of Infuse Magic with Spell-Storing item, but I agree that they add it too late in the class, and I don't think they have it very well thought out (Only one first or second level spell at a time, with 2 to 10 uses of that one spell? Maybe I'm crazy, but I don't see people choosing anything other than Arcane Weapon, Cure Wounds or Shield of Faith).
I'm fine with the Artificer being an unconventional half caster (though personally I feel it would be better as something more unconventional) but I do agree that "Right Cantrip for the Job" would work better as a level 1 feature instead of level 10.
Definitely agree with you on subclasses, especially since the base class just doesn't seem to me to have that many features to begin with.
I dunno, I get that this is just my personal opinion, but it just doesn't sit well with me. If I were to make an Alchemist character, I'd want to play them as the mad scientist cackling gleefully as they mix things together that shouldn't be mixed, rather than play them as a healer (hence what I mean when I say it pushes me in a style of play I'm not interested in playing).
Again, just my personal preference.
EDIT: Perhaps "nudge" is a better word than "push". I don't feel that I'm *forced* to play a certain way, but I'd much rather have a different feature than what's presented...
But healer is a big jump for the alchemist. The only healing spell is cure wounds, and else he has status curing spell. I will propably more go on the "Technomage" path and use the new spell often with a "handcannon" (just a heavy crossbow but fluffwise as a cannon with multiple cristals and bottle attached to it for spell and elemental attacks fluff). But having condition curing for free is always something I am glad about.
Thanks to his saves (con is one of it) and spell/infusion I think you can really play him as frontline support that can deal damage too.
In the end this class is a really fluff class. Your made scientist could still do those potion but the endeffect is a spell like cloudkill. Or a potion to grow someone to a huge dude (again a spell) and so on.
I am happy to have so much freedom how to do it. Your preparation of spells being something that you decide, like brewing potion and salves, working on some machines, crafting special ammunition and so on.
Furthermore you get as alchemist the feat (its really small and I had to read several times to find it) to craft potion at half price and time. So potion already only cost half price and time because of consumable magic item rule. An Alchemist can craft them at 1/4 time and money cost. I will brew so many potions!
Well, I was hoping for more of a crunch class than fluff, but I am glad to see that people are excited about it, so we'll see what the future holds. You should give your thoughts on the survey when it comes, even if they differ from mine.
I am really sad it seems most of the community did not enjoy Supperior attunement and Infuse Magic in the last play test according to Crawford Dragon+ video. Guess they will be unlikely to survive to the full class.
My suggestions for the survey have gotten simpler over time but I still focus on 3 points:
1. I don’t like the Unsymmetry of Half caster at level 1, so I suggest “Right Cantrip for the Job” at level 1 with only 2 Cantrips known and Spell casting back at level 2.
2. Subclasses with only 3 features always feel too short, not defining enough, and the artillerist feels a little confused given how few wands there are in core DND.
3. Return of Supperior Attunement for 10, 15 and 20th levels, and return of Spending Spell Slots to give to other allies. At the moment the high level feature seem completely out of left field and annoyingly like “I would have liked to have these options earlier...”
(I think the response to Spending spell slots may have been overly negative in 2017, as you lose Int mod spell slots which are your core damage feature, but if changed to you have to choose an infusion per item you hand over it is less “expected” but still an option to do something uniquely Artificery)
Hated item infusion on old artificer. In theory it was awesome and couldnt wait to try them up.... In practice.... Most of the players never used the darn thing making it a useless feature that only spent spell slots without reasons. Even if the object lasted for 1 hours. I had to pre plan every encounters and ever player behavior. That was way too much trouble for something this weak.
Again in theory that was awesome. But it never felt any good in practice. Back in 3e the infusion were buff based. Here in 5e... Didnt work as such.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Hated item infusion on old artificer. In theory it was awesome and couldnt wait to try them up.... In practice.... Most of the players never used the darn thing making it a useless feature that only spent spell slots without reasons. Even if the object lasted for 1 hours. I had to pre plan every encounters and ever player behavior. That was way too much trouble for something this weak.
Again in theory that was awesome. But it never felt any good in practice. Back in 3e the infusion were buff based. Here in 5e... Didnt work as such.
Thanks for that perspective it absolutely never occurred that way for me, as those without spells were super excited to have something to concentrate on.
I can see the design issues now but hope they find some way to fix it while letting higher spells and concentration for allies. Currently free spells necessitates low level spells and late game and let alone it just carbon copies the wizards 18th level feature.
How about you instill the spell in the item but the spell slot is only consumed from the Artificer upon casting and fails if the Artificer is out of that spell slot. Could be fluffed as batteries running out across the Artificer’s items. Or intra dimensional space as the Many Handed pouch: “My Haste item disappears if my rogue friend uses it.”
A feature that is entirely dependant on others reactions shouldnt be used for classes features.
Back in 3e artificer could create scrolls. Those scrolls would act as the spell slot. But the problem was it could take numerous sessions for someone to use the spell slots. Thus literally giving spell slots to the artificer or wizard. This cannot be done in 5e without breaking it. The problem is not in the mechanics though. It is player actions that breaks it. Hence why nobody liked it. Hence why they had no choice but to remove it.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I dunno, I get that this is just my personal opinion, but it just doesn't sit well with me. If I were to make an Alchemist character, I'd want to play them as the mad scientist cackling gleefully as they mix things together that shouldn't be mixed, rather than play them as a healer (hence what I mean when I say it pushes me in a style of play I'm not interested in playing).
Again, just my personal preference.
EDIT: Perhaps "nudge" is a better word than "push". I don't feel that I'm *forced* to play a certain way, but I'd much rather have a different feature than what's presented...
How about you wait then ?
Just saying there wont be only 2 subs. They said the next ua will have more subs to choose from. Also right now as the arti is. It can do a lot so you are definitely not nudged to go healer.
I feel like you guys only look at prices and forget that in 5e... Even players makes their own prices within a margin. So tell me... Whats stopping you from making that mad scientist ? Cause i dont see whats forcing you into healer.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Well, I was hoping for more of a crunch class than fluff, but I am glad to see that people are excited about it, so we'll see what the future holds. You should give your thoughts on the survey when it comes, even if they differ from mine.
I think hoping for a "crunchy" class was setting yourself up for disappointment. If 5th Edition has taught us anything it is that Wizards of the Coast wants to minimize unnecessary crunchiness.
i have found it odd that people have been hoping for booming blade / flame blade given it has the extra attack; but once i thought about it it might be handy at early lvl's and can be swapped out at later levels once you get extra attack. i keep forgetting you can swap the cantrip every lvl. but do you think it will be viable at high levels?
I am hoping for a subclass that grants proficiency in martial weapons, like when wearing a certain gauntlet grants the use or such. I mean this is the only half caster class that has weapon restrictions, while it doesn't have heavy armor like the Paladin it has other benefits that paladins don't like a pet either an all the time pet, or a summoned pet for 10 minutes. That said there maybe something along that line in the next UA.
Here is an interesting predicament regarding the Turret. The turret doesn't get a turn and instead can only be activated using your bonus action. When it is activated it can also move or climb up to 15 feet.
Read as worded, this movement completely ignores Opportunity Attacks since the Turret is being moved using someone else's bonus action (the artificer). And even if you considered the turret an extension of the artificer, only movement caused by Move, Action or Reactions provoke opportunity attacks and since this movement is caused by a bonus action it wouldn't provoke with that interpretation, either.
Additionally, if you are playing a small race and are using your turret as a sort of mount, you can avoid attacks of opportunities in the same way.
Edit: Actually you don't even have to go that far in rationalizing it. The rules on Opportunity Attacks state that "You can make an opportunity attack when a hostile creature that you can see moves out of your reach." So the turret cannot provoke opportunity attacks.
is it me or does the chemist not really have enough healing spells? like i would honestly prefer healing word over cure wounds if we are only getting one spell. academical mastery i kinda wish also gave the bonus to healing potions that we craft; or at least give us something along a light version of the healer feat. it just seems odd it says best healer among them but not really seem to have that support in mind. and yes the homunculus does have the resilience power but that wont save an ally whos already at 0 hp.
Here are the things I am going to suggest to WotC when the survey comes out, If I miss something that you think should work please mention it.
At Level 10 the cantrip ability is ok, But I believe that supier attunement should start here with the following: You can now attune to a number of magical items equal to your Proficiency Bonus. This means 4 at level 10, 5 at level 13, and finally 6 at level 17. (I am not sure on the saving throw bonuses based on attunement any ideas on that note?)
They should include a Weaponsmith/Armorer as subclasses granting martial weapons proficiency. I also miss the satchel from the old UA Artificer especially for the Alchemist. I will add more as I think of them.
EDIT
One other thing I thought of should there be subclass specific infusions? something that can give extra flavor for the subclass chosen?
I posted the same idea earlier on. :)
I also believe that the 5th level ability:
Would have been better as a 5th level version of the fighter's Eldritch Knight 7th level ability:
Change the weapon attack to a magical weapon attack.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Keep in mind, that the Artificier uses items, tools and so on and not spells. the cure wound is more likely a healing potion or salve and you normally dont throw this at someone.
Even if I, too, wished a mass healing spell at later levels (like throwing a flash with healing fumes) I am fine with himhaving much more the "pure alchemist" thought to have instead alot of restoration spell, fullfilling the "Panacea" dream every alchemist in our world had. I mean alone when I get that feature i can cast it 5 times for free. Not sure if I need that much but I am glad to have it.
I am making a dragonmarked dwarven artificer/alchemist who is not afraid to be on the frontline (I rolled well for stats, so he has 17 CON 20 INT and 16 DEX) and can so be always in touch with the melees for a healing touch, while the homunculus supports the backline (and the cleric).
We are not a full healing class but more transmutation mage oriented with a bardic/cleric touch. I am very happy with the new one, I just hope they release more Infusions and somethign to make the turrets of the other subclass relevant later on
EDIT: Maybe lower the level requirement for Tier 2 infusion items from 12th to 8th or 9th level
Homebrew I share:
Demonic Houndmaster
I am really sad it seems most of the community did not enjoy Supperior attunement and Infuse Magic in the last play test according to Crawford Dragon+ video. Guess they will be unlikely to survive to the full class.
My suggestions for the survey have gotten simpler over time but I still focus on 3 points:
1. I don’t like the Unsymmetry of Half caster at level 1, so I suggest “Right Cantrip for the Job” at level 1 with only 2 Cantrips known and Spell casting back at level 2.
2. Subclasses with only 3 features always feel too short, not defining enough, and the artillerist feels a little confused given how few wands there are in core DND.
3. Return of Supperior Attunement for 10, 15 and 20th levels, and return of Spending Spell Slots to give to other allies. At the moment the high level feature seem completely out of left field and annoyingly like “I would have liked to have these options earlier...”
(I think the response to Spending spell slots may have been overly negative in 2017, as you lose Int mod spell slots which are your core damage feature, but if changed to you have to choose an infusion per item you hand over it is less “expected” but still an option to do something uniquely Artificery)
If they were to base Superior Attunement on proficiency bonus, I think they'd have to retool the level 20 Soul of Artifice feature (which, maybe that'd be a good thing...)
I did have the thought that the spellcasting focus for Artificer could be changed from being artisans tools to being an object crafted using artisan's tools called an Arcane Apparatus, which could be worded as thus:
“You use your artisan’s tools to create an Arcane Apparatus, which you can use as a spellcasting focus for your Artificer spells. The exact form of your Arcane Apparatus is up to your discretion, be it a case containing magical scrolls, a satchel filled with chemicals and reagents, a mechanical device that cycles through different settings, or something else entirely. Only you are able to use your Arcane Apparatus, and if it is lost or destroyed you can use your artisan’s tools to construct a new one for 10 gp.”
(For the record, I'm not terribly bothered by the class using artisan's tools as a focus, but it does seem some people have trouble wrapping their head around the concept so this is just my take on reflavoring it.)
As for subclass specific infusions, I think WotC tried something similar with a UA for Warlock Invocations and it wasn't well received. However, if they did decide to go that route with the Artificer, I think it could work well if they made it so those infusions were automatically added to the subclass, rather than having to choose them over other options (though they would still need to weigh which infusions to have active).
Honestly, one of the problems I have with the Alchemist (which I think I've said multiple times I'm not fond of, lol) is that two of it's features are mostly taken up by being able to cast the restoration spells. If this were a class that didn't have access to spellcasting I could overlook that, but this is a spellcasting class, and both of those spells are already on the class list. Baking them in as subclass features not only feels lazy to me, I feel like it's pushing me into a style of play I'm not particularly interesting in playing.
With the exception that you dont need to spend really valuable spellslots or prepared slots for restoration. Two ressources that are really really really really reeeeaaallly sparse on our class. So not actually have to spend 2nd or 5th level slots or prepared slots is a huge boon on a half caster that really has only INT + 0,5 LVL (rounded down) prepared slots.
Furthermore you gain permanent spells with your specialization that you dont have to prepare.
I think it needs a bit of finetuning ( a bit more infusion and maybe subclass fantasy stuff) but I dont think giving us a panacea skill (which as I said was the central focus in alchemy beside the philosopher stone/metal to gold) was lazy or punishing, when it really has a boon
Homebrew I share:
Demonic Houndmaster
It surprises me that Superior Attunement wasn't well received. It's a really cool feature. I think they're trying to retain the general essence of Infuse Magic with Spell-Storing item, but I agree that they add it too late in the class, and I don't think they have it very well thought out (Only one first or second level spell at a time, with 2 to 10 uses of that one spell? Maybe I'm crazy, but I don't see people choosing anything other than Arcane Weapon, Cure Wounds or Shield of Faith).
I'm fine with the Artificer being an unconventional half caster (though personally I feel it would be better as something more unconventional) but I do agree that "Right Cantrip for the Job" would work better as a level 1 feature instead of level 10.
Definitely agree with you on subclasses, especially since the base class just doesn't seem to me to have that many features to begin with.
I dunno, I get that this is just my personal opinion, but it just doesn't sit well with me. If I were to make an Alchemist character, I'd want to play them as the mad scientist cackling gleefully as they mix things together that shouldn't be mixed, rather than play them as a healer (hence what I mean when I say it pushes me in a style of play I'm not interested in playing).
Again, just my personal preference.
EDIT: Perhaps "nudge" is a better word than "push". I don't feel that I'm *forced* to play a certain way, but I'd much rather have a different feature than what's presented...
Everyone is entlitled to their opinion ;)
But healer is a big jump for the alchemist. The only healing spell is cure wounds, and else he has status curing spell. I will propably more go on the "Technomage" path and use the new spell often with a "handcannon" (just a heavy crossbow but fluffwise as a cannon with multiple cristals and bottle attached to it for spell and elemental attacks fluff). But having condition curing for free is always something I am glad about.
Thanks to his saves (con is one of it) and spell/infusion I think you can really play him as frontline support that can deal damage too.
In the end this class is a really fluff class. Your made scientist could still do those potion but the endeffect is a spell like cloudkill. Or a potion to grow someone to a huge dude (again a spell) and so on.
I am happy to have so much freedom how to do it. Your preparation of spells being something that you decide, like brewing potion and salves, working on some machines, crafting special ammunition and so on.
Furthermore you get as alchemist the feat (its really small and I had to read several times to find it) to craft potion at half price and time. So potion already only cost half price and time because of consumable magic item rule. An Alchemist can craft them at 1/4 time and money cost. I will brew so many potions!
Homebrew I share:
Demonic Houndmaster
Well, I was hoping for more of a crunch class than fluff, but I am glad to see that people are excited about it, so we'll see what the future holds. You should give your thoughts on the survey when it comes, even if they differ from mine.
Hated item infusion on old artificer. In theory it was awesome and couldnt wait to try them up.... In practice.... Most of the players never used the darn thing making it a useless feature that only spent spell slots without reasons. Even if the object lasted for 1 hours. I had to pre plan every encounters and ever player behavior. That was way too much trouble for something this weak.
Again in theory that was awesome. But it never felt any good in practice. Back in 3e the infusion were buff based. Here in 5e... Didnt work as such.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Thanks for that perspective it absolutely never occurred that way for me, as those without spells were super excited to have something to concentrate on.
I can see the design issues now but hope they find some way to fix it while letting higher spells and concentration for allies. Currently free spells necessitates low level spells and late game and let alone it just carbon copies the wizards 18th level feature.
How about you instill the spell in the item but the spell slot is only consumed from the Artificer upon casting and fails if the Artificer is out of that spell slot. Could be fluffed as batteries running out across the Artificer’s items. Or intra dimensional space as the Many Handed pouch: “My Haste item disappears if my rogue friend uses it.”
A feature that is entirely dependant on others reactions shouldnt be used for classes features.
Back in 3e artificer could create scrolls. Those scrolls would act as the spell slot. But the problem was it could take numerous sessions for someone to use the spell slots. Thus literally giving spell slots to the artificer or wizard. This cannot be done in 5e without breaking it. The problem is not in the mechanics though. It is player actions that breaks it. Hence why nobody liked it. Hence why they had no choice but to remove it.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
How about you wait then ?
Just saying there wont be only 2 subs. They said the next ua will have more subs to choose from. Also right now as the arti is. It can do a lot so you are definitely not nudged to go healer.
I feel like you guys only look at prices and forget that in 5e... Even players makes their own prices within a margin. So tell me... Whats stopping you from making that mad scientist ? Cause i dont see whats forcing you into healer.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I think hoping for a "crunchy" class was setting yourself up for disappointment. If 5th Edition has taught us anything it is that Wizards of the Coast wants to minimize unnecessary crunchiness.