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  1. - Top - End - #1
    Halfling in the Playground
     
    MonkGuy

    Join Date
    Nov 2009

    Default Alchemist Artificer Reloaded!

    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. Alchemist’s Satchel: You’ve learned to craft a satchel that contains all the equipment needed for a portable alchemist’s lab. At the end of a short or long rest if you have alchemist’s tools with you you may create your alchemist’s 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 drinker’s 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 Philosopher’s Stone, you gain the following benefits
    • The Philosopher’s stone may be used as a spellcasting focus. It may take the place of alchemist’s 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, Tenser’s Transformation, Transmute Rock, or Heal without expending a spell slot, without preparing the spell, and without providing the material component using your Philosopher’s stone as a focus.You can do so twice, and you regain all expended uses when you finish a long rest.

  2. - Top - End - #2
    Titan in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

    Default Re: Alchemist Artificer Reloaded!

    Im a huge fan of the bag of tricks satchel, that was a concept in UA IIRC, was really sad when that got cut in favor of the unstable potions.

    Some extra concepts if you wish:
    - Instant cover, like an expanding/hardening foam.
    - mimicking dust of appearance, disappearance, dryness, etc
    - flashbang
    - temporary bubble encapsulation like a resilient sphere, but breakable
    Last edited by Kane0; 2022-08-08 at 04:55 AM.

  3. - Top - End - #3
    Halfling in the Playground
     
    MonkGuy

    Join Date
    Nov 2009

    Default Re: Alchemist Artificer Reloaded!

    Thanks for the feedback! I was definitely tempted to put a bunch of stuff there. The thing to remember is the Artificer spell list covers alot of these effects (wall spells, thunderwave, web, etc) and so those options are covered in my opinion.

    Definitely the temptation is to go gonzo w a list of options.

  4. - Top - End - #4
    Ettin in the Playground
     
    Yakk's Avatar

    Join Date
    Nov 2006

    Default Re: Alchemist Artificer Reloaded!

    Alchemists should be able to put spells into elixers and have the spell come out when someone else drinks them or throws them.

    I know this is dangerous, balance-wise, but the Artificer spell list isn't that extensive. Modest restrictions should make it work.

  5. - Top - End - #5
    Orc in the Playground
     
    Old Harry MTX's Avatar

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    Jul 2019

    Default Re: Alchemist Artificer Reloaded!

    Quote Originally Posted by Yakk View Post
    Alchemists should be able to put spells into elixers and have the spell come out when someone else drinks them or throws them.

    I know this is dangerous, balance-wise, but the Artificer spell list isn't that extensive. Modest restrictions should make it work.
    I made a feature for that times ago, feel free to use that as a starting point:

    At 3rd level you learn to distill your magical powers into special potions called Kykeons. You can cast a demigod spell that targets only one creature into a vial or small bottle filled with water. The spell has no effect, other than changing the look and taste of the fluid into something of your choice and being stored in it.
    Any creature can drink the Kykeon using the same action needed to cast the spell and get its effects as if it were the target. If the spell has a range of Self but its effects can affect another single creature, the moment you create the Kykeon you choose whether the drinker will be the target of the spell or its effects.
    If the spell requires Concentration, the moment a creature drinks the Kykeon you must either start to keep it or let the spell vanish with no effect.
    The spell automatically passes any attack roll against the drinker and always uses your slot level, spell save DC, and spellcasting ability.
    If the drinker is further away from you than the spell's range, the spell lasts only one round, after which it ends.
    Furthermore, if the drinker is unaware of the real contents of the Kykeon or that you brewed it, it may not realize that it was affected by it or that it was your doing.
    The spell is stored inside the Kykeon until it is drunk, you finish a long rest, or someone empties the container. After that, the container can be reused.
    You can have a number of brewed Kykeons up to your Charisma modifier. If you try to brew more Kykeons, the spell is expended without effect.
    Also, if you need some mechanical gadget, take a look at The Pilot class in my signature, it has a lot of them.

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