Sexyshoeless
2022-08-08, 03:52 AM
I have been working on re-works of "weaker" subclasses and none more so than the Alchemist Artificer. The poor subclass has the pieces of an incredible buffing/support class but is hamstrung by the randomness/scarcity/clunky action economy of the experimental elixirs, a lack of a resource free action cycle to make use of (despite being a 1/3rd caster), and frankly meh high level features.
This is my attempt to fix it. My worry is that I have overcomplicated the subclass, but hoping for feedback on how to trim it down while still solving the problems we are trying to solve. I took inspiration from the Pathfinder alchemist, whose play revolves around bombs, extracts, and mutagens. Extracts maps to spells, while bombs and mutagens I tried to replicate with the unstable concoction and upgraded transformation elixir.
Alchemist
Lvl 3. Tool Proficiency When you adopt this specialisation at 3rd level, 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.
Lvl 3. Alchemist Spells - as Printed.
Lvl 3. Alchemists Satchel: Youve learned to craft a satchel that contains all the equipment needed for a portable alchemists lab. At the end of a short or long rest if you have alchemists tools with you you may create your alchemists satchel.
Reaching into your alchemist satchel, you gain the following benefits.
Unstable Concoction: As a bonus action you may mix unstable reagents with a catalyzer in order to produce instantaneous but useful effects. You may throw this mix to a point you can see within 30 ft of you. All creatures in a 5ft radius of that point must make a dexterity save against your spell save DC or suffer one of the effects of your choice. All creatures in the area suffer the same effect.
Choking fumes - Creatures who fail their save have disadvantage on attack rolls until the start of your next turn
Adhesive - Creatures have their movement speed halved and have disadvantage on dexterity saving throws until the start of your next turn
Burning: Creatures who fail their save suffer 2d4 fire damage. This increases to 3d4 at 5th lvl, 4d4 at 9th level, and 5d4 at 15th level
Corrosive: Creatures who fail their save suffer a -2 penalty to their AC until the start of your next turn
Experimental Elixir: As an action you may create an experimental elixir, selecting from the options below. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
As an action, a creature may apply the elixir to themself or to another willing creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. (Elixir table unchanged from original)
Lvl 5. Alchemical Savant You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Lv 9. Restorative Reagents. As your alchemical expertise improves, you can incorporate restorative and synergistic reagents into some of your work.
Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
Your Experimental Elixirs gain the following benefits
Healing: Healing provided is increased to 4d4 + Your intelligence modifier
Swiftness The drinkers walking speed increases by 20 ft for 1 hour
Resilience The drinker gains +2 to AC for the next 10 minutes
Boldness The drinker can roll a d4 and add the number rolled to every attack roll, damage roll, and saving throw they make for the next minute.
Flight The drinker gains a flying speed of 20 feet for 10 minutes.
Transformation The drinker's body is transformed as if by the Alter Self spell and the Enlarge/Reduce spell The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Lvl 15. Philosopher's Stone. You have attained the Magnum Opus of Alchemy - a Philosopher's Stone. As part of a long rest, you may create a Philosopher's Stone. You may only have one at any given time, and creating another causes the previous one to fade to a dull, inert rock.
While holding your Philosophers Stone, you gain the following benefits
The Philosophers stone may be used as a spellcasting focus. It may take the place of alchemists tools for the purposes of casting spells.
You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
You can cast Greater Restoration, Fabricate, Tensers Transformation, Transmute Rock, or Heal without expending a spell slot, without preparing the spell, and without providing the material component using your Philosophers stone as a focus.You can do so twice, and you regain all expended uses when you finish a long rest.
This is my attempt to fix it. My worry is that I have overcomplicated the subclass, but hoping for feedback on how to trim it down while still solving the problems we are trying to solve. I took inspiration from the Pathfinder alchemist, whose play revolves around bombs, extracts, and mutagens. Extracts maps to spells, while bombs and mutagens I tried to replicate with the unstable concoction and upgraded transformation elixir.
Alchemist
Lvl 3. Tool Proficiency When you adopt this specialisation at 3rd level, 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.
Lvl 3. Alchemist Spells - as Printed.
Lvl 3. Alchemists Satchel: Youve learned to craft a satchel that contains all the equipment needed for a portable alchemists lab. At the end of a short or long rest if you have alchemists tools with you you may create your alchemists satchel.
Reaching into your alchemist satchel, you gain the following benefits.
Unstable Concoction: As a bonus action you may mix unstable reagents with a catalyzer in order to produce instantaneous but useful effects. You may throw this mix to a point you can see within 30 ft of you. All creatures in a 5ft radius of that point must make a dexterity save against your spell save DC or suffer one of the effects of your choice. All creatures in the area suffer the same effect.
Choking fumes - Creatures who fail their save have disadvantage on attack rolls until the start of your next turn
Adhesive - Creatures have their movement speed halved and have disadvantage on dexterity saving throws until the start of your next turn
Burning: Creatures who fail their save suffer 2d4 fire damage. This increases to 3d4 at 5th lvl, 4d4 at 9th level, and 5d4 at 15th level
Corrosive: Creatures who fail their save suffer a -2 penalty to their AC until the start of your next turn
Experimental Elixir: As an action you may create an experimental elixir, selecting from the options below. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
As an action, a creature may apply the elixir to themself or to another willing creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. (Elixir table unchanged from original)
Lvl 5. Alchemical Savant You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Lv 9. Restorative Reagents. As your alchemical expertise improves, you can incorporate restorative and synergistic reagents into some of your work.
Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
Your Experimental Elixirs gain the following benefits
Healing: Healing provided is increased to 4d4 + Your intelligence modifier
Swiftness The drinkers walking speed increases by 20 ft for 1 hour
Resilience The drinker gains +2 to AC for the next 10 minutes
Boldness The drinker can roll a d4 and add the number rolled to every attack roll, damage roll, and saving throw they make for the next minute.
Flight The drinker gains a flying speed of 20 feet for 10 minutes.
Transformation The drinker's body is transformed as if by the Alter Self spell and the Enlarge/Reduce spell The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Lvl 15. Philosopher's Stone. You have attained the Magnum Opus of Alchemy - a Philosopher's Stone. As part of a long rest, you may create a Philosopher's Stone. You may only have one at any given time, and creating another causes the previous one to fade to a dull, inert rock.
While holding your Philosophers Stone, you gain the following benefits
The Philosophers stone may be used as a spellcasting focus. It may take the place of alchemists tools for the purposes of casting spells.
You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
You can cast Greater Restoration, Fabricate, Tensers Transformation, Transmute Rock, or Heal without expending a spell slot, without preparing the spell, and without providing the material component using your Philosophers stone as a focus.You can do so twice, and you regain all expended uses when you finish a long rest.