so whats the point of having a humonculi if all you are doing with it, is taking the help action which all familiars can do and using it has a half cover by interposing it between you and the shooter.
I didn’t give that impression in what I wrote. She does a lot more than just that. What you are referring to here, from what I said, was sandwiched between two instances where my AH was being used in other ways. There are a lot of possible actions an AH can take, but after salves and clearing trash, sometimes the best filler is a toss up between a straight attack and the ‘help’ action. You aren’t doing near this much with a familiar and with their pitiful stats they aren’t lasting within the round, so much so, I see many people shy away from putting them in harms way the way I use my AH. With stealth and perception bonuses, immunities, darkvision, decent HP, a tiny size, salves, and a handy attack the AH is not being replaced by a standard familiar raven, cat, or quipper.
The longer threads like these go on the farther away from being critiques they become. The people happy with the class are out playing it having a blast and not motivated to write paragraphs on why that is. Meanwhile, a few people unhappy with the class are writing response after response and spitballing ideas, many of which are based on a singular and subjective wish; their ideal experience (which they could do better with ‘x’ class.)
Here’s my ‘love the class’ take on the Artificer Alchemist:
Flavor! So much flavor to add! I’ll write in my personal flavor additions, but they only scratch the surface. Each person could take spellcasting in a different direction based on interest or aesthetic. If you’ve played D&D for awhile now you are probably getting tired of seeing the same spells being cast in the same way, now you can change that: Revivify becomes Defibrillator, Arcane Lock becomes Mechno-seal, or Glyph of Warding becomes a Trip Function Indicator.
With magical tinkering you can take your support role further. Personally, I chose a bandolier of bio-mimic’d tinker toys as my ‘mundane objects’ but really you have thousands of iterations here. Imagine sending a swimming minnow tinker toy around the edge of a deep pool to see what is beneath, or marching a mechanical spider into a room to relay a message to the bad guys before a surprise attack from the back door. Imagination is the limit this, as well as many Artificer abilities, and that’s what irks me about the droning negativity from two or three frequent posters... if that spark isn’t there for you with this class, even a little, it’s not a class issue.
Infusions... to be stingy or giving? I’m at this crossroads now. I’m in a solid adventuring party but i’m just now learning everyone’s style and mechanics. Do I keep two infusions on my weapon or hand them out? For now I’m sticking with stingy. For the third infusion we are getting mileage out of the Many-Handed Pouch. Maybe in the future I’ll stick to a purely support role, but right now I’m doing well with a hand x-bow (arcane weapon and two infusions). I could probably set someone up the same way and sit back and watch them deal slightly more damage with my help... but my stingy streak is big.
My alchemical homunculus (AH) is probably liked more than myself in the party. I tend to buff a bit with her as I can and use the ‘help’ mechanic as much as possible. Just last session the little lady untied some prisoners and led them to escape while we distracted their captors. There is a lot of fun to be had with a tiny minion that has more than 1hp. I’ve made sure to customize my AH so that each salve and even its attack are separate acts (even more flavor!)
I’ve discussed with my DM on how we are going to handle potion making and with each week of downtime and some coin, I bring a better haul than a shopping trip around town. We are working on more rare potions now and it’s more flavor and more fun! You can take old potions and reskin them or work with your DM to make something your own. My health potions are just normal health potions, except they taste like the imbiber’s personal comfort food. You get the idea.
As for weapons I jumped onboard hard into crossbows with Crossbow Expert and Sharpshooter. I’ve flavored up the weapon (go figure) to be a repeating hand crossbow, making the crossbow expert feat make sense finally. My load time is during short rest when I add more bolts to the ammo belt. Arcane Armament plus the Crossbow Expert BA attack makes for good damage for a support, and having a better damage option for BA is great when you’re just grinding an enemy’s HP down.
That’s it. I’m spent just writing this much down in defense of a subclass that shouldn’t need defending. This is a class/subclass that begs for you to work your imagination. If you NEED to be told what to do with the class, maybe it isn’t for you. I’ve only talked about my ideas here but I hope I pointed it out enough that this class, especially the subclass Alchemist, can be made totally different with just flavor.
(Rider: I’ve earlier spoken out about possible changes to the Artillerist, but I have to admit that my opinion could easily change if I played that class. Example: Wands could be flavored into any number of things, right?)
Bravo, Porphy!!! I have lurked this thread since the beginning, only commented once and been lucky enough to have played three sessions with my lvl8 plague doctor themed Alchemist, updated from 2017 to the 2019 edition and I can honestly say you've hit the nail on the head mate. I am having such fun with this class and crafting, alchemising and MacGuyvering to my heart's content, even if some of it is RP based flavour only. This class is all about creative improvisation and ingenuity, open ended potential. Naturally, theres two or three things I'll pop in the survey (bring back a few things like Superior Attunement, add in a fourth subclass ability, a better capstone, etc) but the broader complaints in this thread come from the same vain as people not liking Beastmaster, or getting sick of the many carbon copies of Hexblade, or finding that clerics are all the same regardless of subclass; not every class is for you and those who like these classes like it for the thematic funsies, not the mechanical prowess of the class. Not everyone likes every class/subclass and thats ok!
I guess Im just not a fan of the energy being wasted on personal disputes and arguing when what's being argued is everyone's personal beliefs based on their personal experience at their game tables vs others' personal opinions.
Anyway, in my defence, I'm also typing this over a couple of end of working week beverages, so if I've made no sense: carry on, as you were!
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.
I agree that sometimes we do get carried away, but I think there is a good value in a thread like this. It helps facilitate debate from two sides and has swayed some people’s instinctive reactions, and point out mechanical features that people may not have been aware of for example unique spells on Ranger and Paladin being some driving force of their uniqueness while Artificer has a large flaw there.
The main point of this thread should be like a debate, bring up a topic see who likes / dislikes it, bring up some evidence and see why they are or aren’t swayed, and not everything has to end in everyone agreeing. But I think we should respect the evidence and give it a chance and try to look from another’s angle. Either way I do think some new people see interesting touch points, and the long term people must be coming back because it is a good place to reach people, no other people enjoying theorycrafting around in my case.
Still I think the main points I have down are:
1. Spellcasting at level 2 Right Cantrip for the Job at level 1.
2. Spell Storing and Superior Attunement (driven by class feel rather than necessitated by Attunement Infusions)
3. Unique Spells
4. Artillerist Turret with Wands vs Crossbows (leaving extra space for Wandslinger in post release books)
5. Artillerist Turret set up time
6. Giving Alchemist a choice between Restoration and Poison themed spells at 6 & 14 (Ray of Enfeeblement & Contagion)
Whether or not you come down on the same side as me that is for the survey to decide majority but those are the parts I think need tuning of some kind. Happy to discuss any of them again if have some new people or new points. Or something not on that list someone thinks vital.
Do I keep two infusions on my weapon or hand them out? ... right now I’m doing well with a hand x-bow (arcane weapon and two infusions)
Just a bit of clarification. You can only put one infusion on an item at a time.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item.
After the first infusion is added, the item becomes magical. The second infusion would have to be on a different nonmagical object.
I would say this encourages you to hand them out (at least after the first) if your goal is to focus on amplifying weapons.
A Clarification request:
When I read Infusions, I thought that you could only have each Infusion once, and then only one of each item unless specified otherwise (like the Many-Handed Pouch). Thus an infusion like Enhanced Weapon or Replicate Item (Bag of Hold) can only create 1 of these items at a give time. ZIf you create another, the 1st one would disappear . . .
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
No I guess that is why there are two numbers for Infusions Known and Infused Items, every one of your infused items could be the same infusion if you like, or all different. But can’t have more than one infusion on a single item. Hope that helps.
Looking over it it is only really the +1s and +2s that are Atunement free but I think mid levels is exactly when you would want to use all the fancy Attune items and craft some of the more fancy Attune Wonderous items. And just +2ing everyone’s items doesn’t seem as fun, what do people think? At 12+ level there is only 4 non Attunement Magic items available. I just don’t see enough downside to Superior Attunement at 10, 15 and 20.
Edit: underlined sentence incorrect which basically makes all this post incorrect, corrected in next post by Grizzlebub.
That is my understanding as well, @Mergon. The final paragraph of the "Infusing an Item" section states the following (emphasis added):
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion is applied.
Additionally, within the "Artificer Infusions" section, it states:
Unless an infusion's description says otherwise, you can't learn the infusion more than once.
The only infusion that allows you to learn it more than once is the "Replicate Magic Item" infusion, choosing a different item each time. This means you can only choose the other infusions once, and can only have that infusion in one object at a time. You couldn't, as an example, have all your infused items be taken up by a single infusion of "Enhanced Weapon".
Oh my bad I misunderstood that part as well thanks for correction. It does make sense as you know more than you can Infuse at a time, but I thought that part read one infusion per item not one item per infusion. Bold is correct.
I am not sure that is my favourite and just extra highlights what would you do with your infusion slots in a high magiced game? I usually expected about 3 magic items needing attunement by 10-15 level. And then all of the level 12+ category will be useless / competing with your normal Game world items...
I might actually sell the Infusions on items with a money back guarantee in the game world then... (I know the lower category is useful itself but still feels like a shame that hitting 12 might not be so good)
Depending on how notorious you want to be, once you've sold them a few times and the magic infused within the items disappears after you reach your max and infuse a second time, that could cause some problems. I could see roleplaying a "snake oil" salesman that goes from town to town selling his "magical" items for cheap and then moving on.
Could see some interesting scenarios where he sells to the wrong person and he isn't happy when his +1 Dagger of Returning he bought for 100 GPs turns into a mundane Dagger.
Hmm just occurred to me I might be making a bad assumption again, that I can choose to uninfuse a certain item to reinfuse one of my others. Eg if at 16th level the whole team have good +2 or better weapons and armors and full Attunements. Then I might only want a bag of holing and sending stones, which I could sometimes unenchant my sending stones to make them into gloves of thieving.
I was thinking when I reach my Attunement limit with Magic Items, I’d just Infuse a few to sell to make some big cash since I wouldn’t really need them any more, 4 items in the above example. And give a nice money back guarantee if I mess it up. Or on death a bunch of debt collectors would show up at my party’s door. (Not so much planning for the infusion to ever end)
When you reach your max number of infusions and infuse a new item, your oldest infused item becomes mundane. So say you have the following items infused:
+2 Enhanced Weapon Dagger
Bag of Holding
Many-Handed Pouch
And your max amount of infusions is 3. If you infuse a fourth, leather armor with Enhanced Armor, your +2 Enhanced Weapon Dagger becomes a normal Dagger.
So while selling infused items is possible, there is a very good chance that the people you sell to will be unhappy when you infuse additional items and theirs becomes mundane.
so whats the point of having a humonculi if all you are doing with it, is taking the help action which all familiars can do and using it has a half cover by interposing it between you and the shooter.
I didn’t give that impression in what I wrote. She does a lot more than just that. What you are referring to here, from what I said, was sandwiched between two instances where my AH was being used in other ways. There are a lot of possible actions an AH can take, but after salves and clearing trash, sometimes the best filler is a toss up between a straight attack and the ‘help’ action. You aren’t doing near this much with a familiar and with their pitiful stats they aren’t lasting within the round, so much so, I see many people shy away from putting them in harms way the way I use my AH. With stealth and perception bonuses, immunities, darkvision, decent HP, a tiny size, salves, and a handy attack the AH is not being replaced by a standard familiar raven, cat, or quipper.
Anything you do with humonculi can be done by find familiar too. And one has to wonder what you can do that others cant. Because ive seen some pretty sick stuff up to this point. Warlock pact of the chain has a pretty sick familiar too. Hard to best that one.
Heres a list of things all familiars can do.
- cast a touch spell for you. Making healing at range a breeze.
- meat shield giving half cover. 10gp to recast is nothing. So why not. It saves you some much needed hps.
- help action giving advantage for free to any fighters.
- help action for free advantage on any skill check.
- certain familiars have invisibility like the imp or the faery dragon. This applies only to warlock though.
- warlock familiars can even attack without impeding yours.
- the familiars cant attack without you losing your actions.
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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)
It is okay to mess up some details his argument does not hinge on Faerie Dragon.
But @DnDPaladin isn’t the following unique to Alchemists Homunculi? Like free spells 3 per day?
Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice: Buoyancy. The target gains a flying speed of 10 feet for 10 minutes. Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1). Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
@Arutha, while the alchemical salve is really good, but the homunculus does lack the ability to deliver touch spells like a familiar does, so to me those two features kind of counter balance each other.
That personally feels like an oversight and plan to recommend that function on the survey.
I think the intent was they could fit different roles, an Alchemist that takes magic initiate can then have two Familiars that are distinct. The Homunculus is delivering potions of floating etc to your allies. Delivering touch spells is too magical so reserved for magical familiars.
I am currently playing an alchemist artificer who also got Ritual Caster (Wizard) as a bonus feat due to backstory reasons. It's been super helpful to have both a familiar and a homunculus. I've basically had this little cat run around as a mobile healing assistant slapping alchemical patches on downed characters to get them back up. It's been super useful and the closest an artificer can get to healing word right now.
I'm sorry if I already missed the discussion on this but why does the artificer only regain expended spell slots on a long rest, especially if it has features that require spell slots to be reused (making second turret/ reviving the homunculus) and as it has such a small amount of spell slots to begin with? I'm not super familiar with the behind the scenes on the mechanics of class creation and I just wanna know?
@bobo yeah faerie dragons are in the mm and clearly states they can be familiars. But you are right in assuming the dm must allow it first.
@arutha sure but cant other familiars already have a flying speed ? Then again it can be given to others... But then again its not flying. Its more turtle speed cause 10ft fly speed is pretty much useless in combat and only good if you have time later on. But yeah it has its ways... But its not great at 10ft.
The resilience is great though... If you can do it all the time then it makes the humonculli a dedicated healer. But aside that...
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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 don’t see it... I’m blind. This may be off topic, but it’s really cool so if you could tell me where it is, thay’d be appreciated.
and personally, Familar+Homunculus is fun, but I love the Artillerist. I’ve got a Warfirged Artificer with a brush who paints various things and they just either throw stuff at the enemy (Firce Ballista), shoot at them (that fire one), or he draws multiple things and they protect (defender thing). It may not be the best thing in the world, but is anything ever? You could have a +30 to all abilities and still not be good at one specific thing. Nothing’s perfect. An architect has to plan before they build, so does the Artificer.
I didn’t give that impression in what I wrote. She does a lot more than just that. What you are referring to here, from what I said, was sandwiched between two instances where my AH was being used in other ways. There are a lot of possible actions an AH can take, but after salves and clearing trash, sometimes the best filler is a toss up between a straight attack and the ‘help’ action. You aren’t doing near this much with a familiar and with their pitiful stats they aren’t lasting within the round, so much so, I see many people shy away from putting them in harms way the way I use my AH. With stealth and perception bonuses, immunities, darkvision, decent HP, a tiny size, salves, and a handy attack the AH is not being replaced by a standard familiar raven, cat, or quipper.
Bravo, Porphy!!! I have lurked this thread since the beginning, only commented once and been lucky enough to have played three sessions with my lvl8 plague doctor themed Alchemist, updated from 2017 to the 2019 edition and I can honestly say you've hit the nail on the head mate. I am having such fun with this class and crafting, alchemising and MacGuyvering to my heart's content, even if some of it is RP based flavour only. This class is all about creative improvisation and ingenuity, open ended potential. Naturally, theres two or three things I'll pop in the survey (bring back a few things like Superior Attunement, add in a fourth subclass ability, a better capstone, etc) but the broader complaints in this thread come from the same vain as people not liking Beastmaster, or getting sick of the many carbon copies of Hexblade, or finding that clerics are all the same regardless of subclass; not every class is for you and those who like these classes like it for the thematic funsies, not the mechanical prowess of the class. Not everyone likes every class/subclass and thats ok!
I guess Im just not a fan of the energy being wasted on personal disputes and arguing when what's being argued is everyone's personal beliefs based on their personal experience at their game tables vs others' personal opinions.
Anyway, in my defence, I'm also typing this over a couple of end of working week beverages, so if I've made no sense: carry on, as you were!
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.
I agree that sometimes we do get carried away, but I think there is a good value in a thread like this. It helps facilitate debate from two sides and has swayed some people’s instinctive reactions, and point out mechanical features that people may not have been aware of for example unique spells on Ranger and Paladin being some driving force of their uniqueness while Artificer has a large flaw there.
The main point of this thread should be like a debate, bring up a topic see who likes / dislikes it, bring up some evidence and see why they are or aren’t swayed, and not everything has to end in everyone agreeing. But I think we should respect the evidence and give it a chance and try to look from another’s angle. Either way I do think some new people see interesting touch points, and the long term people must be coming back because it is a good place to reach people, no other people enjoying theorycrafting around in my case.
Still I think the main points I have down are:
1. Spellcasting at level 2 Right Cantrip for the Job at level 1.
2. Spell Storing and Superior Attunement (driven by class feel rather than necessitated by Attunement Infusions)
3. Unique Spells
4. Artillerist Turret with Wands vs Crossbows (leaving extra space for Wandslinger in post release books)
5. Artillerist Turret set up time
6. Giving Alchemist a choice between Restoration and Poison themed spells at 6 & 14 (Ray of Enfeeblement & Contagion)
Whether or not you come down on the same side as me that is for the survey to decide majority but those are the parts I think need tuning of some kind. Happy to discuss any of them again if have some new people or new points. Or something not on that list someone thinks vital.
A Clarification request:
When I read Infusions, I thought that you could only have each Infusion once, and then only one of each item unless specified otherwise (like the Many-Handed Pouch). Thus an infusion like Enhanced Weapon or Replicate Item (Bag of Hold) can only create 1 of these items at a give time. ZIf you create another, the 1st one would disappear . . .
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
No I guess that is why there are two numbers for Infusions Known and Infused Items, every one of your infused items could be the same infusion if you like, or all different. But can’t have more than one infusion on a single item. Hope that helps.
Looking over it it is only really the +1s and +2s that are Atunement free but I think mid levels is exactly when you would want to use all the fancy Attune items and craft some of the more fancy Attune Wonderous items. And just +2ing everyone’s items doesn’t seem as fun, what do people think? At 12+ level there is only 4 non Attunement Magic items available. I just don’t see enough downside to Superior Attunement at 10, 15 and 20.
Edit: underlined sentence incorrect which basically makes all this post incorrect, corrected in next post by Grizzlebub.
That is my understanding as well, @Mergon. The final paragraph of the "Infusing an Item" section states the following (emphasis added):
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion is applied.
Additionally, within the "Artificer Infusions" section, it states:
Unless an infusion's description says otherwise, you can't learn the infusion more than once.
The only infusion that allows you to learn it more than once is the "Replicate Magic Item" infusion, choosing a different item each time. This means you can only choose the other infusions once, and can only have that infusion in one object at a time. You couldn't, as an example, have all your infused items be taken up by a single infusion of "Enhanced Weapon".
Oh my bad I misunderstood that part as well thanks for correction. It does make sense as you know more than you can Infuse at a time, but I thought that part read one infusion per item not one item per infusion. Bold is correct.
I am not sure that is my favourite and just extra highlights what would you do with your infusion slots in a high magiced game? I usually expected about 3 magic items needing attunement by 10-15 level. And then all of the level 12+ category will be useless / competing with your normal Game world items...
I might actually sell the Infusions on items with a money back guarantee in the game world then... (I know the lower category is useful itself but still feels like a shame that hitting 12 might not be so good)
Depending on how notorious you want to be, once you've sold them a few times and the magic infused within the items disappears after you reach your max and infuse a second time, that could cause some problems. I could see roleplaying a "snake oil" salesman that goes from town to town selling his "magical" items for cheap and then moving on.
Could see some interesting scenarios where he sells to the wrong person and he isn't happy when his +1 Dagger of Returning he bought for 100 GPs turns into a mundane Dagger.
Hmm just occurred to me I might be making a bad assumption again, that I can choose to uninfuse a certain item to reinfuse one of my others. Eg if at 16th level the whole team have good +2 or better weapons and armors and full Attunements. Then I might only want a bag of holing and sending stones, which I could sometimes unenchant my sending stones to make them into gloves of thieving.
I was thinking when I reach my Attunement limit with Magic Items, I’d just Infuse a few to sell to make some big cash since I wouldn’t really need them any more, 4 items in the above example. And give a nice money back guarantee if I mess it up. Or on death a bunch of debt collectors would show up at my party’s door. (Not so much planning for the infusion to ever end)
When you reach your max number of infusions and infuse a new item, your oldest infused item becomes mundane. So say you have the following items infused:
And your max amount of infusions is 3. If you infuse a fourth, leather armor with Enhanced Armor, your +2 Enhanced Weapon Dagger becomes a normal Dagger.
So while selling infused items is possible, there is a very good chance that the people you sell to will be unhappy when you infuse additional items and theirs becomes mundane.
Anything you do with humonculi can be done by find familiar too. And one has to wonder what you can do that others cant. Because ive seen some pretty sick stuff up to this point. Warlock pact of the chain has a pretty sick familiar too. Hard to best that one.
Heres a list of things all familiars can do.
- cast a touch spell for you. Making healing at range a breeze.
- meat shield giving half cover. 10gp to recast is nothing. So why not. It saves you some much needed hps.
- help action giving advantage for free to any fighters.
- help action for free advantage on any skill check.
- certain familiars have invisibility like the imp or the faery dragon. This applies only to warlock though.
- warlock familiars can even attack without impeding yours.
- the familiars cant attack without you losing your actions.
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)
Faeirie Dragons aren’t Warlock familiars, only Pseudodragons, Sprites, imps, and Quasits. Where are you getting the Faerie Dragon?
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
It is okay to mess up some details his argument does not hinge on Faerie Dragon.
But @DnDPaladin isn’t the following unique to Alchemists Homunculi? Like free spells 3 per day?
Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:
Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.
Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
@Arutha, while the alchemical salve is really good, but the homunculus does lack the ability to deliver touch spells like a familiar does, so to me those two features kind of counter balance each other.
That personally feels like an oversight and plan to recommend that function on the survey.
I think the intent was they could fit different roles, an Alchemist that takes magic initiate can then have two Familiars that are distinct. The Homunculus is delivering potions of floating etc to your allies. Delivering touch spells is too magical so reserved for magical familiars.
Yeah I can definitely see that.
I am currently playing an alchemist artificer who also got Ritual Caster (Wizard) as a bonus feat due to backstory reasons. It's been super helpful to have both a familiar and a homunculus. I've basically had this little cat run around as a mobile healing assistant slapping alchemical patches on downed characters to get them back up. It's been super useful and the closest an artificer can get to healing word right now.
I'm sorry if I already missed the discussion on this but why does the artificer only regain expended spell slots on a long rest, especially if it has features that require spell slots to be reused (making second turret/ reviving the homunculus) and as it has such a small amount of spell slots to begin with? I'm not super familiar with the behind the scenes on the mechanics of class creation and I just wanna know?
@bobo yeah faerie dragons are in the mm and clearly states they can be familiars. But you are right in assuming the dm must allow it first.
@arutha sure but cant other familiars already have a flying speed ? Then again it can be given to others... But then again its not flying. Its more turtle speed cause 10ft fly speed is pretty much useless in combat and only good if you have time later on. But yeah it has its ways... But its not great at 10ft.
The resilience is great though... If you can do it all the time then it makes the humonculli a dedicated healer. But aside that...
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 don’t see it... I’m blind. This may be off topic, but it’s really cool so if you could tell me where it is, thay’d be appreciated.
and personally, Familar+Homunculus is fun, but I love the Artillerist. I’ve got a Warfirged Artificer with a brush who paints various things and they just either throw stuff at the enemy (Firce Ballista), shoot at them (that fire one), or he draws multiple things and they protect (defender thing). It may not be the best thing in the world, but is anything ever? You could have a +30 to all abilities and still not be good at one specific thing. Nothing’s perfect. An architect has to plan before they build, so does the Artificer.
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.