so I wanted to try an alchemist artificer but the UA doesn’t really go over the rules for brewing and what I can make and when not to mention how I can do it. I’ve read and heard a lot of different things. I don’t want to be the “here is your magic items and healing potions” artificer I want to be more of a support versatility kinda guy like buffing my party with different potion effects. Can someone explain how it’s suppsoed to be or a good way to achieve this
When brewing actual potion items, you will used the rules in DMG or XGtE. The alchemist will let you make them faster and cheaper.
Otherwise, the artificer flavors their spellcasting with tools. So when you cast a spell, you can say that you mix 2 beakers together and throw or splash it at your target.
The UA Artificer Revisited is a class that relies heavily on magic, while at the same time it isn't magic. In regards to the Alchemist subclass, like DxJxC mentioned the Alchemist can make potions cheaper and faster (half the cost, quarter of the time). During your character's downtime activity they can craft potions that show up in the DMG or homebrew potions if you have the necessary tool proficiency and components. So, let's say you want to craft a potion of healing. Normally you would need proficiency with the herbalism kit, 1 full day and 25gp (XGtE pg. 130). However, being an UA Artificer Revisited Alchemist, you can craft a potion of healing in 2 hours for 12gp and 5sp (half the cost, quarter of the time).
Now if you are looking to be a support character and to buff your party, you would need to use you imagination when you cast a spell. So, let's say you want to buff a teammate to allow them to run faster. Instead of actually casting the spell Longstrider, you would instead say you pull 2 vials out of a pouch combine them in an empty vial, shake it and splash the mixture on your teammate. The concoction absorbs into the body giving them the ability to run an addition 10 feet per turn for an hour.
In the case of the UA Artificer Revisited, it is all about imagination and how you add flair to "cast a spell".
Oh! I see that’s pretty cool. I like that although I was hoping for a little more survival/scavenging aspects where I would have to go in the woods and such to gather certain ingredients to make potions and maybe have some randomness like if I mix random stuff I may get a good effect or something
Oh! I see that’s pretty cool. I like that although I was hoping for a little more survival/scavenging aspects where I would have to go in the woods and such to gather certain ingredients to make potions and maybe have some randomness like if I mix random stuff I may get a good effect or something
As the Artificer Revisited relies heavily on spellcasting that isn't spellcasting. For class and subclass spells you won't need to do any scavenging, searching and/or adventures to get ingredients/components for those potions (you need an imagination and flair). Homebrew potions and potions in the DMG, your DM may require you to go scavenging, searching and/or adventures in order to get the ingredients/components in order to craft them.
so I wanted to try an alchemist artificer but the UA doesn’t really go over the rules for brewing and what I can make and when not to mention how I can do it. I’ve read and heard a lot of different things. I don’t want to be the “here is your magic items and healing potions” artificer I want to be more of a support versatility kinda guy like buffing my party with different potion effects. Can someone explain how it’s suppsoed to be or a good way to achieve this
When brewing actual potion items, you will used the rules in DMG or XGtE. The alchemist will let you make them faster and cheaper.
Otherwise, the artificer flavors their spellcasting with tools. So when you cast a spell, you can say that you mix 2 beakers together and throw or splash it at your target.
Where does it go over this stuff those books
Downtime activities - creating magic items (xanathar's specifically has a section about potions).
https://www.dndbeyond.com/sources/dmg/between-adventures#DowntimeActivities
https://www.dndbeyond.com/sources/xgte/downtime-revisited#CraftinganItem
The UA Artificer Revisited is a class that relies heavily on magic, while at the same time it isn't magic. In regards to the Alchemist subclass, like DxJxC mentioned the Alchemist can make potions cheaper and faster (half the cost, quarter of the time). During your character's downtime activity they can craft potions that show up in the DMG or homebrew potions if you have the necessary tool proficiency and components. So, let's say you want to craft a potion of healing. Normally you would need proficiency with the herbalism kit, 1 full day and 25gp (XGtE pg. 130). However, being an UA Artificer Revisited Alchemist, you can craft a potion of healing in 2 hours for 12gp and 5sp (half the cost, quarter of the time).
Now if you are looking to be a support character and to buff your party, you would need to use you imagination when you cast a spell. So, let's say you want to buff a teammate to allow them to run faster. Instead of actually casting the spell Longstrider, you would instead say you pull 2 vials out of a pouch combine them in an empty vial, shake it and splash the mixture on your teammate. The concoction absorbs into the body giving them the ability to run an addition 10 feet per turn for an hour.
In the case of the UA Artificer Revisited, it is all about imagination and how you add flair to "cast a spell".
Oh! I see that’s pretty cool. I like that although I was hoping for a little more survival/scavenging aspects where I would have to go in the woods and such to gather certain ingredients to make potions and maybe have some randomness like if I mix random stuff I may get a good effect or something
As the Artificer Revisited relies heavily on spellcasting that isn't spellcasting. For class and subclass spells you won't need to do any scavenging, searching and/or adventures to get ingredients/components for those potions (you need an imagination and flair). Homebrew potions and potions in the DMG, your DM may require you to go scavenging, searching and/or adventures in order to get the ingredients/components in order to craft them.
Where can I find the components needed for said potions?
The components for item crafting are left up to DM. You will need alchemist's supplies for non-healing potions and herbalism kit for potions of healing though.