Silpharon
2020-12-27, 06:10 PM
I've heard a lot of rumblings about how the alchemist is the worst subclass of the artificer. I don't necessarily disagree for a pure 20 artificer, but I think there a few multiclass builds enabled through Tasha's that can emphasize it's strengths. Without further ado...
The Healer (and competent firebolt slinger)
Class build: Alchemist 11/Wildfire Druid 6/Fighter 2/Life Cleric 1
Race: Mark of Healing Halfling
Stats: Str 8, Dex 14, Con 14, Int 17, Wis 13, Cha 8 (point buy + racial)
ASI/Feats: Spell sniper, Fey Touched (int, gift of alacrity), Int+2
Features:
Half Plate (chitin) + Shield + Defense Fighting Style + Enhanced Defense Infusion = 22 AC base (or 19 AC if you're limited to Hide Armor by the druid flavor text)
Alchemical Savant + Enhanced Bond (Wildfire Druid) provides an extra 1d8+int mod to your fire artificer spells
Alchemical Savant + Enhanced Bond (Wildfire Druid) + Disciple of Life (Cleric) provides an extra 1d8+int mod+2+spell level to your healing artificer spells
Mark of Healing Halfling provides Prayer of Healing on the Artificer spell list, this allows your out of combat healing to be massive: 3d8+2*int_mod+4 to up to 6 characters for one 2nd level spell slot
Firebolt at 17 is 4d10+1d8+int
Action surge can double the healing or firebolts
The Fireball Champion
Class build: Alchemist 5/Evocation Wizard 15
Race: Custom Lineage Tiefling
Stats: Str 8, Dex 14, Con 14, Int 17, Wis 12, Cha 8 (point buy + racial)
ASI/Feats: Flames of Phlegethos (int), Spell sniper, Artificer Initiate, Int+2, Metamagic Adept
Features:
Half Plate + Shield + Enhanced Defense = 20 AC base
Artificer Initiate feat allows you to use your alchemist tools as your wizard spellcasting focus
Alchemical Savant + Empowered Evocation provides an extra 2x int mod to your fire/poison/acid/necrotic wizard spells with a material component (including fireball)
Infestation is the goto cantrip, providing 4d6+2*int_mod on success, or still half that (with Potent Cantrip) even on fail
Flames of Phlegethos provides roughly ~0.5 extra damage per die roll for fire damage
Base fireball does 41.33 avg damage instead of the typical 28 damage (33 for Evo Wizard)
Still have level 9 spell slots
The Fire Orb Slayer
Class build: Alchemist 5/Divination Wizard 13/Grave Cleric 2
Race: Custom Lineage Tiefling
Stats: Str 8, Dex 14, Con 12, Int 17, Wis 14, Cha 8 (point buy + racial)
ASI/Feats: Flames of Phlegethos (int), Spell sniper, Artificer Initiate, Int+2, Metamagic Adept
Features:
Most of the same benefits as the fireball champion, but focused on single target damage
Take quicken metamagic, then use Path to the Grave as an action, and level 9 Chromatic Orb as bonus action. With a Portent 20 that'll do 227.25 average damage, even more if you're concentrating on Elemental Bane or similar.
Don't forget the All-Purpose Tool can be an Alchemist Tool for +1/2/3 spell attack or save DC!
Thoughts?
The Healer (and competent firebolt slinger)
Class build: Alchemist 11/Wildfire Druid 6/Fighter 2/Life Cleric 1
Race: Mark of Healing Halfling
Stats: Str 8, Dex 14, Con 14, Int 17, Wis 13, Cha 8 (point buy + racial)
ASI/Feats: Spell sniper, Fey Touched (int, gift of alacrity), Int+2
Features:
Half Plate (chitin) + Shield + Defense Fighting Style + Enhanced Defense Infusion = 22 AC base (or 19 AC if you're limited to Hide Armor by the druid flavor text)
Alchemical Savant + Enhanced Bond (Wildfire Druid) provides an extra 1d8+int mod to your fire artificer spells
Alchemical Savant + Enhanced Bond (Wildfire Druid) + Disciple of Life (Cleric) provides an extra 1d8+int mod+2+spell level to your healing artificer spells
Mark of Healing Halfling provides Prayer of Healing on the Artificer spell list, this allows your out of combat healing to be massive: 3d8+2*int_mod+4 to up to 6 characters for one 2nd level spell slot
Firebolt at 17 is 4d10+1d8+int
Action surge can double the healing or firebolts
The Fireball Champion
Class build: Alchemist 5/Evocation Wizard 15
Race: Custom Lineage Tiefling
Stats: Str 8, Dex 14, Con 14, Int 17, Wis 12, Cha 8 (point buy + racial)
ASI/Feats: Flames of Phlegethos (int), Spell sniper, Artificer Initiate, Int+2, Metamagic Adept
Features:
Half Plate + Shield + Enhanced Defense = 20 AC base
Artificer Initiate feat allows you to use your alchemist tools as your wizard spellcasting focus
Alchemical Savant + Empowered Evocation provides an extra 2x int mod to your fire/poison/acid/necrotic wizard spells with a material component (including fireball)
Infestation is the goto cantrip, providing 4d6+2*int_mod on success, or still half that (with Potent Cantrip) even on fail
Flames of Phlegethos provides roughly ~0.5 extra damage per die roll for fire damage
Base fireball does 41.33 avg damage instead of the typical 28 damage (33 for Evo Wizard)
Still have level 9 spell slots
The Fire Orb Slayer
Class build: Alchemist 5/Divination Wizard 13/Grave Cleric 2
Race: Custom Lineage Tiefling
Stats: Str 8, Dex 14, Con 12, Int 17, Wis 14, Cha 8 (point buy + racial)
ASI/Feats: Flames of Phlegethos (int), Spell sniper, Artificer Initiate, Int+2, Metamagic Adept
Features:
Most of the same benefits as the fireball champion, but focused on single target damage
Take quicken metamagic, then use Path to the Grave as an action, and level 9 Chromatic Orb as bonus action. With a Portent 20 that'll do 227.25 average damage, even more if you're concentrating on Elemental Bane or similar.
Don't forget the All-Purpose Tool can be an Alchemist Tool for +1/2/3 spell attack or save DC!
Thoughts?