D&D 5E Best alchemist build

Alchemist is not unplayable and I am certain some people have a lot of fun with it. But it is weaker than Artillerist in almost every way, including providing effective HP for the party.

The only really unique thing the Alchemist has is low-level flying.
Yes. If the experimental elixirs weren't gambling I could actually see playing one of these just for those effects even if they don't scale. That and if the wording was better so you can administer them to somebody who was still conscious.
 

log in or register to remove this ad


Alchemist is not unplayable and I am certain some people have a lot of fun with it. But it is weaker than Artillerist in almost every way, including providing effective HP for the party.
If the Artillerist is providing "effective healing" it's only because the DM is playing the opposition like idiots and also not having sufficient encounters per day.

The effectiveness of the alchemist very much depends on the type of game the DM is running.
 
Last edited:

If the Artillerist is providing "effective healing" it's only because the DM is playing the opposition like idiots and also not having sufficient encounters per day.

The effectiveness of the alchemist very much depends on the type of game the DM is running.
The protection cannon isn't necessarily effective healing but it is amazing damage mitigation and regardless of how "smart" the DM decides to play the NPCs the cannon forces them to alter from whatever their primary strategy was. Heck just using the Cannon to max out the THP at the start of a day is a better use of a 1st lv slot than what you get from a single experimental elixir. To be fair it's arguably one of the strongest uses for that spell slot period as long as the party does not have another source of THP

I'm curious what type of game that you can think of where The Alchemist is a better pick then the other two Subclasses. The best I could think of is you if you needed a NPC that was fairly support focus and had zero chances of overshadowing anybody in a party.
 


If the Artillerist is providing "effective healing" it's only because the DM is playing the opposition like idiots and also not having sufficient encounters per day.
Encounters per day positively impacts the Artillerist more than the Alchemist. The turret lasts an entire hour per use. Even when it dies early it almost always outputs more effective HP than the Alchemist.

You can definitely have fun and contribute meaningfully to a group with an Alchemist. It just struggles to compare to the other two subclasses.
 

If the Artillerist is providing "effective healing" it's only because the DM is playing the opposition like idiots and also not having sufficient encounters per day.

The effectiveness of the alchemist very much depends on the type of game the DM is running.
The more damage the party is subjected to and the longer the adventuring day is, the better the artillerist is compared to the alchemist.

One that focuses on roleplaying rather than combat.
Surely that would only serve as a more even platform, rather than making the alchemist a better pick?


I'm curious what type of game that you can think of where The Alchemist is a better pick then the other two Subclasses. The best I could think of is you if you needed a NPC that was fairly support focus and had zero chances of overshadowing anybody in a party.
The best situation i can see the alchemist shine is actually in a party with a lot of other support characters in a short working day.
While the alchemist has better at-will damage than most caster classes, their really distinctive feature is that their elixirs are stacking, no-concentration-required, user-activated buffs.

Big fight coming? The alchemist can prepare and hand out Boldness elixirs which will stack with the Bless spell from the Cleric. You can give your Rogue a Transformation elixir that gives them alter self when they need it. Or just pass it to the Monk for a damage boost. Party members can drink their elixirs the round before initiating a fight rather than being reliant on waiting for the casters to spend their actions applying buffs.
 

NotAYakk

Legend
Quick fix
The alchemist creates int bonus (min 1) doses of a random elixir at the end of a long rest. At 6th level the alchemist creates int bonus (min 1) doses of two random elixirs. At 15th level the elixirs an alchemist produces have two random effects each (reroll if duplicate).

The doses can all be in one flask, or split over multiple flasks.

You can create additional elixirs by expending a spell slot. The number of doses you create is equal to your int bonus plus the spell slot level, and they can be all stored in the same flask or split over multiple flasks.

I mean, I get that they are a low level feature. But those potions start out sort of meh, and they never get better. And even if the alchemist had an unlimited number of them, only healing potion would prove useful, and that mainly as a downtime activity; it is no better than a 50 gp expendible item when used in combat.

Restorative Reagents has the problem that a 9th level feature that grants a (int bonus)/day use of a situational 3rd level spell sort of sucks. I mean, how often do people get blinded?
 

Ashrym

Legend
Restorative reagents also cures poison and paralyzation. Not having to use a spell slot to cure those conditions is a spell slot available for something else.

Alchemists at that level don't have the same opportunity cost in removing conditions other classes and subclasses have.

They also have healing word and mass healing word for bonus action healing so when it does come up the still have an action the artillerists and battle smiths are lacking.

The cannon gives good damage mitigation bit the alchemist is the better healer with more spell options.

The elixirs are pretty decent for 1st level slots and gives versatility.

Where the subclass suffers is efficiency in using. Elixirs don't have the lasting power of a cannon and neither do bonus action spells looking at spell slot costs.
 

Restorative reagents also cures poison and paralyzation. Not having to use a spell slot to cure those conditions is a spell slot available for something else.

Alchemists at that level don't have the same opportunity cost in removing conditions other classes and subclasses have.

They also have healing word and mass healing word for bonus action healing so when it does come up the still have an action the artillerists and battle smiths are lacking.

The cannon gives good damage mitigation bit the alchemist is the better healer with more spell options.

The elixirs are pretty decent for 1st level slots and gives versatility.

Where the subclass suffers is efficiency in using. Elixirs don't have the lasting power of a cannon and neither do bonus action spells looking at spell slot costs.
Battle smith does get aura of vitality which is a pretty big in and out of combat recovery tool. Neither have the slots available to use spells for HP recovery outside of the most dire circumstances.

The handful of free lesser restoration is nice but can be emulated by the SSI if you really need that many in one day and that feature isnt much later. It's also more flexible that anyone can use it so if you need the spell cast on you someone can use the SSI. If bonus action spells could be used with SSI I think the alchemist could actually be considered a good healing class but alas they would have to stick to cure wounds which is nice but not action or range friendly

I do agree there biggest weak point is basically action economy. They have lots of cool toys they just can't really use them efficiently.
 

Remove ads

Top