Base Class: Artificer
Combat Alchemist Artificers are unpredictable masters of alchemy and martial combat that specialize in using alchemical mixtures that wreathe themselves in elemental energy such as frost or fire. These artificers craft and utilize a simple but versatile tool to gain an edge in battle and overwhelm their enemies. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the tempest.
Level 3: Combat Alchemist Proficiency
You gain Proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.
In addition, you gain proficiency with Martial Weapons.
Level 3: Combat Alchemist Spells
When you reach an Artificer level specified in the Combat Alchemist Spells table, you thereafter always have the listed spells prepared.
Artificer Level | Spells |
---|---|
3 | Searing Smite, Thunderwave |
5 | Dragon's Breath, Misty Step |
9 | Fireball, Sleet Storm |
13 | Fire Shield, Conjure Minor Elementals |
17 | Cone of Cold, Conjure Elemental |
Level 3: Tempestuous Alchemy
You have learned to bottle-up tempestuous elemental energy to use in combat. When you finish a Short or Long Rest, you can expend a spell slot to craft 2 Alchemical Flasks. These flasks last until your next Short or Long Rest. When you craft an Alchemical Flask, choose it’s effect from the options below. As a Bonus Action, you can shatter an Alchemical Flask onto your body to gain its effect for 1 minute. You can only have 1 Flask effect active at a time.
Flask of Frost. You gain a +2 bonus to your Armor Class. In addition, when a creature within 5 feet of you attacks you, they take 1d6 Cold damage and their Movement speed is reduced by 10 feet until the start of their next turn. This movement speed reduction cannot stack with itself.
Flask of Fire. Any attack you make with a weapon deals an additional 1d6 Fire damage when you hit a creature within 5 feet of you. In addition, all weapons that lack the Heavy property gain the Finesse property while you are holding them.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 9: Flaskmaster
The tempestuous elemental energy your magical alchemy can create and contain has become stronger. You gain the following additional effects when using your Alchemical Flasks.
Bitter Chill. For its duration, Flask of Frost now gives all creatures of your choice within 10 feet of you Disadvantage on attacks they make against creatures other than you.
Flaming Chain. For its duration, Flask of Fire now lets you make an attack with a weapon as a Bonus Action after making an attack with different weapon as part of your action.
Level 9: Ride the Storm
If you expend an additional spell slot when crafting your Alchemical Flasks you can also make a Flask of Lightning. This Flask lasts until your next Long Rest. Once you have used this feature to craft a Flask of Lighting, you cannot do so again until you finish a Long Rest.
Flask of Lightning. You gain the effect of the Haste spell without requiring Concentration. In addition, when a creature attacks you and misses, your next attack against them using a weapon does an additional 2d6 Lightning damage.
Level 15: Mastery of the Tempest
Your mastery of elemental alchemy allows you to become a destructive tempest on the battlefield when you are imbued with the power within your Alchemical Flasks. You learn the Steel Wind Strike spell and always have it prepared. It counts as an Artificer spell for you.
You can cast the spell without expending a spell slot once while you have a Flask effect active. If you cast the spell in this way, you cannot do so again while under the same type of Flask effect until you finish a Long Rest. For example, if you cast the spell without expending a spell slot while the Flask of Fire effect is active, you cannot do so again until you finish a Long Rest, but you may do so again while the Flask of Frost effect is active.
In addition, when you cast the spell and only target one creature, you can make 2 attacks against that creature instead of 1, and you have Advantage on both attacks.
This is an Artificer Subclass heavily inspired by the Tempest Rogue from Dragon Age: Inquisition
https://dragonage.fandom.com/wiki/Tempest_(Inquisition)
I decided to make this an Artificer for multiple reasons. First, the current "Alchemist" Subclass is terrible. Second, the Rogue in Dragon Age has a lot in common with an Artificer due to their use of tools and gadgets. Third, the Tempest is obviously using a type of magic that I felt didn't make much sense for Rogue. Fourth, having access to spells and half-caster spell slots allowed me to add in fun spell interactions like Fire Shield and Conjure Minor Elementals.
I know the Subclass is powerful. That was intentional. For the longest time many have felt Artificers were a bit too weak compared to the other Half-casters. However, this Subclass does not give the Artificer so much power that it eclipses what other characters can do. (In fact, the damage potential for a character that has this Subclass and does not multiclass is still lower than Paladin or Ranger)
The Subclass should work with both the 2014 an 2025 versions of Artificer because none of the Subclass features rely on specific Artificer features to function.
NOTE: Because Steel Wind Strike is not in the Free Basic Rules for 2024 it cannot be included in the data for a Homebrew Subclass. So you'll need to manually add the spell to your spell list and character if you want it to show up on a D&D Beyond character sheet.
Please give it a try and let me know what you think!