Mistwell
Crusty Old Meatwad
This thought came from this thread.
I am trying to figure out how to optimize an alchemist, even if that uses multiclassing, feats, or the optional Tasha's rules.
One thought I had was to really stock up on Elixirs. The Alchemist sub-class essentially stores first level spells in a potion, which has to be used before the Alchemists next long rest.
Here is how it works, "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." The Elixirs are in sum: Heal 2d4+Int, increase speed by 10', +1 AC, Bless, Fly Speed 10', Alter Self. Most of these last 10 minutes.
Now notice it doesn't say an ARTIFICER spell slot, but just "Spell slot". Couldn't you expend a Warlock spell slot, if you had them, instead?
I think you can, unless someone can point out why this wouldn't work. Which means... you can wake up in the morning and then make some elixirs, take a short rest, make some more elixirs, take another short rest, etc.. for several hours before you start the adventuring day. Essentially, you're banking a bunch of first level spells with the above effects.
An Elf Artificer Alchemist 3 / Warlock 2 would be able to wake up with one random elixir, then make 3 with Artificer spell slots, then 2 more with Warlock spell slots, starting the day with 6 elixirs. Then, they can short rest, and make two more with Warlock spell slots. Short rest again, 2 more, rinse and repeat for at least four hours. Short rest and start your adventuring day with 12 elixirs. I say elf because elves only need 4 hours to get a long rest according to safe advice, "If an elf meditates during a long rest (as described in the Trance trait), the elf finishes the rest after only 4 hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed." That means they can get four short rests before the rest of the party even wakes from their long rest.
That's not "broken" but it does seem like it boosts their power up a meaningful amount to at least help them compete balance-wise with some of the other classes (including other artificer sub-classes).
Does this work? Is it useful? Can that artificer meaningfully contribute to the adventure in addition to the elixirs?
I am trying to figure out how to optimize an alchemist, even if that uses multiclassing, feats, or the optional Tasha's rules.
One thought I had was to really stock up on Elixirs. The Alchemist sub-class essentially stores first level spells in a potion, which has to be used before the Alchemists next long rest.
Here is how it works, "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." The Elixirs are in sum: Heal 2d4+Int, increase speed by 10', +1 AC, Bless, Fly Speed 10', Alter Self. Most of these last 10 minutes.
Now notice it doesn't say an ARTIFICER spell slot, but just "Spell slot". Couldn't you expend a Warlock spell slot, if you had them, instead?
I think you can, unless someone can point out why this wouldn't work. Which means... you can wake up in the morning and then make some elixirs, take a short rest, make some more elixirs, take another short rest, etc.. for several hours before you start the adventuring day. Essentially, you're banking a bunch of first level spells with the above effects.
An Elf Artificer Alchemist 3 / Warlock 2 would be able to wake up with one random elixir, then make 3 with Artificer spell slots, then 2 more with Warlock spell slots, starting the day with 6 elixirs. Then, they can short rest, and make two more with Warlock spell slots. Short rest again, 2 more, rinse and repeat for at least four hours. Short rest and start your adventuring day with 12 elixirs. I say elf because elves only need 4 hours to get a long rest according to safe advice, "If an elf meditates during a long rest (as described in the Trance trait), the elf finishes the rest after only 4 hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed." That means they can get four short rests before the rest of the party even wakes from their long rest.
That's not "broken" but it does seem like it boosts their power up a meaningful amount to at least help them compete balance-wise with some of the other classes (including other artificer sub-classes).
Does this work? Is it useful? Can that artificer meaningfully contribute to the adventure in addition to the elixirs?
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