I am DMing a game and my artificer alchemist player is feeling a bit underwhelmed by his character choice. I'm wondering if there might be ways to (thematically) enhance his play a bit more in utility/combat through potion crafting. What I'm really wondering is if I allowed a homebrew feature of his class, let's say at level 5 (maybe later?) that when he crafts potions using the requisite amount of materials (and cost for those materials) if changing the spell save DC (say on a potion of poison) to his spell save DC would be appropriate or too OP? Currently his spell save DC is 16 (rolled stats). Of course, there's the issue of still delivering said potion of poison to an enemy's mouth. Since it might cost a pretty platinum to craft such a potion, I'm wanting to not feel like such a waste if someone is able to overcome the poison. But then again, a DC 16 CON save could be very difficult, especially at Tier 1 play. (Again, administering the poison is still a problem, so it's not like something he could do every combat.) More wanting feedback on how others feels about how (too) powerful this might be.
I guess with the rules of crafting creation, and since this a consumable, the cost to craft would be 100gp and 1 workweek (XGtE, crafting magical items).
If you have other ideas to enhance an AA's play, please feel free to let me know as well! :)
I actually created a private homebrew version of the Alchemist that provides an alternate version of the Homunculus Servant and two variant class features as alternatives I the elixirs. It lets the player pick which feature they want and switch when leveling up. One alternate feature is a completely updated and take on the satchel that Alchemists had in the UA version, and the other is an Alchemist’s Stone. The Alchemical Homunculus variant works with all three features. I am looking for playtesters for it at the moment, PM me if you’re interested.
Hello everyone,
I am DMing a game and my artificer alchemist player is feeling a bit underwhelmed by his character choice. I'm wondering if there might be ways to (thematically) enhance his play a bit more in utility/combat through potion crafting. What I'm really wondering is if I allowed a homebrew feature of his class, let's say at level 5 (maybe later?) that when he crafts potions using the requisite amount of materials (and cost for those materials) if changing the spell save DC (say on a potion of poison) to his spell save DC would be appropriate or too OP? Currently his spell save DC is 16 (rolled stats). Of course, there's the issue of still delivering said potion of poison to an enemy's mouth. Since it might cost a pretty platinum to craft such a potion, I'm wanting to not feel like such a waste if someone is able to overcome the poison. But then again, a DC 16 CON save could be very difficult, especially at Tier 1 play. (Again, administering the poison is still a problem, so it's not like something he could do every combat.) More wanting feedback on how others feels about how (too) powerful this might be.
I guess with the rules of crafting creation, and since this a consumable, the cost to craft would be 100gp and 1 workweek (XGtE, crafting magical items).
If you have other ideas to enhance an AA's play, please feel free to let me know as well! :)
I actually created a private homebrew version of the Alchemist that provides an alternate version of the Homunculus Servant and two variant class features as alternatives I the elixirs. It lets the player pick which feature they want and switch when leveling up. One alternate feature is a completely updated and take on the satchel that Alchemists had in the UA version, and the other is an Alchemist’s Stone. The Alchemical Homunculus variant works with all three features. I am looking for playtesters for it at the moment, PM me if you’re interested.
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