D&D 5E Artificer: Alchemist Impressions

Ashrym

Legend
Artificers also have enhance ability, skill empowerment, and flash of genius. Other than not having reliable talent they seem quite sell suited to using skills.
 

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Playwise, Alchemical Savant allows the Artificer to add their INT bonus to healing spells and some dmg spells. This means a Healing Word cast by an Alchemist with a +3/+4 INT modifier is equal to or better than a Cleric of Life.

Damaging Cantrips are on par w/ a Cleric with Potent Spellcasting, and a little below an Invoker. The Invoker comparison is true for spells as well, comparable but a bit below overall.

The class definitely suffers from a lack of Cantrips and rewards the Highest INT bonus possible, but one could-can “Shoot the Moon” to use a Hearts analogy, and go with Feats, because at 10th level the Artificer can make their own Headband of Intellect.

The Homunculus Infusion at 6th lvl gives you a minor dmg boost potential for bonus action.

I like the potion power, at 9th level you can swap a 1st level spell into 9hp of healing (2d4 +INT) AND 11 Temp HP (2d6 +INT)..assuming an 18 Int ....I take that 1st level spell conversion.

Couple of thoughts: re-skin the Alchemist...allow Artisan Tool Cooking supplies be the focus and you can be the Muffin Man. Take the Tavern Brawler feat and Returning Infusion and you can be the Swedish Chef.

Hobgoblin Artificer with Magic Initiate and the Find Familiar spell synergies with Homunc...and the Hobgoblin racial ability.

The big question is 6 magic items equal to class powers and spells above 5th level.....
 

Ashrym

Legend
Couple of thoughts: re-skin the Alchemist...allow Artisan Tool Cooking supplies be the focus and you can be the Muffin Man. Take the Tavern Brawler feat and Returning Infusion and you can be the Swedish Chef.

"You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way."

The way I read it the artificer doesn't need reskinned for this. The typical focus will be thieves' tools or tinkers' tools but technically an artificer can take painters' supplies, cooks' utensils, brewers' supplies, etc and turn them into something magical.

A person could learn to make magical beer of healing or exploding acid cupcakes following these rules. ;) Unless I missed detail anyway, but I like it my way. :D

I would apply the fluff to the artisan tools being used.
 

I'm not sure how far you would want to take it, but musical instruments, gaming sets and vehicles are included under tools.

And note that from level 6 an artificer is an expert in all the tools they know, including any from their background. Which might make them a brilliant musician or chess grand master.
 




Ashrym

Legend
Knowledge cleric gets 2 iirc.

They do, but rogue 11 gets reliable talent. Lore bard adds 3 skills and 2 expertise. Artificer 6 grants expertise in at least 4 tools. Following the "if you are already proficient" from rogue it's 5 tools. Make him a half-elf for the bonus skills and he'll have all the expertise (6 skills and 5+ tools) and proficiencies (10) a person could want. That's a lot to work with on top of reliable talent for a flavor build.

A person could squeak a bit more in there but it's costing ASI's.

I'm tempted to make an artificer who spends a tool proficiency on cobbler's tools then focus on footwear infusions, and spells that match up to movement or effects I can tie to footwear just so I can call him a "sole mage". ;) It stemmed from the random though that this might fit fairy tales like The Shoemaker's Elves and similar concepts.
 


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