The class / subclass just isn't designed quite right. Extra attack, cantrips, crossbows, minion. And yet, no bonuses to healing potions you brew. No alchemist fire synergy.
A tiny once per spell bonus to poison and acid damage as a 6th level feature, but only when cast with a specific tool as your focus, even though your weapon and ANY tool you are proficient in can be your focus. And the lack of poison and acid spells is glaring. They don't even have all the poison/acid spells, including cantrips like Primal Savagery which is very on point with flavor. If you want to go weapons, arcane weapon is a nice new take on the Hex / Hunter's Mark template. Good for low levels but uses concentration. And the 6th level acid damage bonus will only work on the first hit after the spell is cast.
The class is a mess as written, even after the third revision. The two new subclasses are a bit better, but I desperately want to play an alchemist chef.
That said, there are a lot of fun things. Magic item making! Infusions!
Crawford said they are working on more revisions but who knows when we'll see that. Certainly not in time for my game next week.
It's already UA, so I can't really come to my DM with a list of homebrew requests. Maybe a few like getting Primal Savagery or changing Fire Bolt to Acid Bolt. But nothing major like potion mechanics.
You can craft a (basic) healing potion in two hours for about twelve gold. That's a pretty substantial bonus to healing potions, in that you'll HAVE healing potions. One day's downtime spent working and fifty gold produces four basic healing potions, which is pretty cool. If your DM is the sort you can horse-trade with, might be able to secure yourself an extra potion in that lot for batch-crafting, though that might come with a tools check. It's especially useful if one of your item infusions is the Many-Handed Pouch, so everybody in your party can yoink one at need - either for themselves or for feeding to a downed teammate.
The lack of poison or acid damage is somewhat restrictive, yeah, but that's more an artefact of D&D than an issue with the class - both of those damage types are very poorly represented in the existing D&D spell list as a whole. There are a few spell levels where either one, the other, or both damage types are entirely absent, unlike fire, cold or lightning. Again, you may have to talk to your DM about retooling a spell or two, or asking if your Alchemist's INT-based damage bonus can apply to one roll per turn of Arcane Weapon rather than one roll per cast, simply because it makes intuitive sense that way and could help your features work a little better together.
You can craft a (basic) healing potion in two hours for about twelve gold. That's a pretty substantial bonus to healing potions, in that you'll HAVE healing potions. One day's downtime spent working and fifty gold produces four basic healing potions, which is pretty cool. If your DM is the sort you can horse-trade with, might be able to secure yourself an extra potion in that lot for batch-crafting, though that might come with a tools check. It's especially useful if one of your item infusions is the Many-Handed Pouch, so everybody in your party can yoink one at need - either for themselves or for feeding to a downed teammate.
The lack of poison or acid damage is somewhat restrictive, yeah, but that's more an artefact of D&D than an issue with the class - both of those damage types are very poorly represented in the existing D&D spell list as a whole. There are a few spell levels where either one, the other, or both damage types are entirely absent, unlike fire, cold or lightning. Again, you may have to talk to your DM about retooling a spell or two, or asking if your Alchemist's INT-based damage bonus can apply to one roll per turn of Arcane Weapon rather than one roll per cast, simply because it makes intuitive sense that way and could help your features work a little better together.
Good point about the crafting, but I'd also like to see the level 6 int bonus apply to healing potions you make or administer.
They created one spell, they could've easily created a few more to flesh out acid and poison. But alchemist fire could get some love too. The DC changed to your spell save DC. Bonus int damage.
I don't think it's a hard fix, but it still needs a fix.
I don’t really like it that much either. Just a little complicated for what you get, and it doesn’t feel very rewarding. Which is kinda sad, because we really need another intelligence based class. Right now you get wizard and that’s it. This could’ve been interesting and fun to play, with the greater survivability and cool features, but it doesn’t click for me.
I remember them talking about how it was the lowest satisfaction rate out of all the Subclasses, the others will probably make it through with minor changes, but that one will definitely be changed... in time
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The class / subclass just isn't designed quite right. Extra attack, cantrips, crossbows, minion. And yet, no bonuses to healing potions you brew. No alchemist fire synergy.
A tiny once per spell bonus to poison and acid damage as a 6th level feature, but only when cast with a specific tool as your focus, even though your weapon and ANY tool you are proficient in can be your focus. And the lack of poison and acid spells is glaring. They don't even have all the poison/acid spells, including cantrips like Primal Savagery which is very on point with flavor. If you want to go weapons, arcane weapon is a nice new take on the Hex / Hunter's Mark template. Good for low levels but uses concentration. And the 6th level acid damage bonus will only work on the first hit after the spell is cast.
The class is a mess as written, even after the third revision. The two new subclasses are a bit better, but I desperately want to play an alchemist chef.
That said, there are a lot of fun things. Magic item making! Infusions!
Crawford said they are working on more revisions but who knows when we'll see that. Certainly not in time for my game next week.
It's already UA, so I can't really come to my DM with a list of homebrew requests. Maybe a few like getting Primal Savagery or changing Fire Bolt to Acid Bolt. But nothing major like potion mechanics.
You can craft a (basic) healing potion in two hours for about twelve gold. That's a pretty substantial bonus to healing potions, in that you'll HAVE healing potions. One day's downtime spent working and fifty gold produces four basic healing potions, which is pretty cool. If your DM is the sort you can horse-trade with, might be able to secure yourself an extra potion in that lot for batch-crafting, though that might come with a tools check. It's especially useful if one of your item infusions is the Many-Handed Pouch, so everybody in your party can yoink one at need - either for themselves or for feeding to a downed teammate.
The lack of poison or acid damage is somewhat restrictive, yeah, but that's more an artefact of D&D than an issue with the class - both of those damage types are very poorly represented in the existing D&D spell list as a whole. There are a few spell levels where either one, the other, or both damage types are entirely absent, unlike fire, cold or lightning. Again, you may have to talk to your DM about retooling a spell or two, or asking if your Alchemist's INT-based damage bonus can apply to one roll per turn of Arcane Weapon rather than one roll per cast, simply because it makes intuitive sense that way and could help your features work a little better together.
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Good point about the crafting, but I'd also like to see the level 6 int bonus apply to healing potions you make or administer.
They created one spell, they could've easily created a few more to flesh out acid and poison. But alchemist fire could get some love too. The DC changed to your spell save DC. Bonus int damage.
I don't think it's a hard fix, but it still needs a fix.
I don’t really like it that much either. Just a little complicated for what you get, and it doesn’t feel very rewarding. Which is kinda sad, because we really need another intelligence based class. Right now you get wizard and that’s it. This could’ve been interesting and fun to play, with the greater survivability and cool features, but it doesn’t click for me.
heheh get rickrolled xdddddd
You also have the Eldritch Knight and Arcane Trickster as Int-based half casters. :)
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I remember them talking about how it was the lowest satisfaction rate out of all the Subclasses, the others will probably make it through with minor changes, but that one will definitely be changed... in time