dave2008
Legend
What do you consider "power" beyond damage? Control or something else?It's subjective but overall power is roughly the criteria.
Damage is one aspect but a few of my S tiers are beaten at damage easily.
What do you consider "power" beyond damage? Control or something else?It's subjective but overall power is roughly the criteria.
Damage is one aspect but a few of my S tiers are beaten at damage easily.
What do you consider "power" beyond damage? Control or something else?
I have found that the Alchemist really shines in groups with a lot of other spellcasters in. The elixirs really come into their own when you have a lot of other buffs in use.It really bothers me that the alchemist is so limited, because it's by far the most "medieval" artificer, i.e. it's the subclass that fits the best with a number of D&D setting (some of the others may be too "high tech").
Can it be rescued?
What is the rest of your party doing while you are spending hours napping?Though..I just realized an interesting exploit. Elixirs are good until your next short rest, and they essentially store a first level spell for use later. So...wouldn't an alchemist/warlock be able to make a massive number of elixirs when they wake up? Expend their spell slots to make elixirs, short rest to regain warlock spell slots, do it again, short rest, again, etc.. and you can start the day with a whole bunch of elixirs, right?
My wife, who doesn't play D&D, was curious about the alchemist. She wanted to see if she could make something vaguely similar to Hilda Spellman from Chilling Adventures of Sabrina. I thought the alchemist might be the trick for that approach.
I'd be curious what the "most optimized" alchemist might look like? Unfortunately I imagine it would need to be multiclassed to really get some zing out of those lower level abilities. For example, the Elixirs are solid, but to choose which one you get you have to expend a first level spell slot. So multiclassing to another class which stacks on the low level spell slots would be critical. Fortunately, the elixir ability doesn't specify that it must be an Artificer spell slot, saying, "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." I suppose that will also be dependent on short rests.
Though..I just realized an interesting exploit. Elixirs are good until your next short rest, and they essentially store a first level spell for use later. So...wouldn't an alchemist/warlock be able to make a massive number of elixirs when they wake up? Expend their spell slots to make elixirs, short rest to regain warlock spell slots, do it again, short rest, again, etc.. and you can start the day with a whole bunch of elixirs, right?
They do, however, work extremely well alongside those other primary caster spells. Particularly in situations where there are only going to be a few, difficult encounters that day.Alchemist.
The Alchemist is built around elixirs. Before level 10 you only get a grand total of 3 class abilities.
Experimental elixer looks decent but requires spell slots. And you're a half cast. Additionally most of the effects just duplicate a spell effect. So your major archetype feature is actually worse than just playing a primary caster several of which get more spells as an archetype feature.
This feature, alongside the homunculus, allows the alchemist to deal fairly respectable at-will damage. Its not going to compete with a primary caster going nova, but little does.Alchemical savant is kind if cute similar to potent cantrip irthe dragon sorcerer. Due to lack of spell slots it's mostly going to be applied to cantrips. Better than a pike in the eye with a sharp stick.
Multiple free casts of one of the most versatile support spells around. Plus a hit point buffer greater than an actual healing spell of that level, self-applied alongside another buff.Restorative Regents.
At level 9 you grant temporary hit points with your infusions and can use lesser restoration a number of times equal to your intelligence modifier.
More or less a ribbon ability and even the temporary hit points is laughable compared to another subclass.
So; you lose out on a whole +1 to hit and damage?Artificer: Armorer
The armor is a fairly simple concept. Want to play Ironman from the MCU in D&D?
Unfortunately it's looks cool over effective doubling down on the Artificers late blooming tendencies.
For example Artificers can infuse a magic weapon fairly early on. So can the Armorer but it can't make it's special weapons magical until level 9.
Depends on your 'role'. Giving multiple people in your party a hit point buffer that replenishes every round is often more effective than an extra d8 damage, particularly at the lower levels that you are focusing on.Artificer: Artillerist
Additionally the cannon can be used to spam temporary hit points at well to multiple allies. That's nifty but you are trading off damage to do it and it's not a lot of hit points and scales badly. In D&D all editoonskilling stuff faster is also another way if reducing damage and you can't switch between temporary hp and dealing damage.
Why are you pigeonholed into melee damage?Artificer: Battlesmith
Overall the Battlesmith is quite good and I would put it in the A tier. One could perhaps argue for S tier but you are kind of pigeonholed into melee damage and the steel defender can die so there's other classes that do similar things but are more versatile.
They do, however, work extremely well alongside those other primary caster spells. Particularly in situations where there are only going to be a few, difficult encounters that day.
This feature, alongside the homunculus, allows the alchemist to deal fairly respectable at-will damage. Its not going to compete with a primary caster going nova, but little does.
Multiple free casts of one of the most versatile support spells around. Plus a hit point buffer greater than an actual healing spell of that level, self-applied alongside another buff.
. . . is considered a ribbon . . .![]()
So; you lose out on a whole +1 to hit and damage?
Depends on your 'role'. Giving multiple people in your party a hit point buffer that replenishes every round is often more effective than an extra d8 damage, particularly at the lower levels that you are focusing on.
Why are you pigeonholed into melee damage?