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*Dungeons & Dragons
Alchemist artificer house rule - impressions of balance
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<blockquote data-quote="humble minion" data-source="post: 9481481" data-attributes="member: 5948"><p>So, I have a player in my game who is playing a dhampir alchemist artificer. His character concept is of a studious doctor (this is War of the Lance Dragonlance, so healing magic is largely unknown and doctors/healers are actually useful...) who was deliberately infected with dhampirism by unknown means and unknown parties at some time in the past. His alchemical abilities are the results of his investigation into the power and potential of his own vampiric blood. I have allowed him to make some spell list swaps etc to lean into this concept.</p><p></p><p>He's proposing a modification to the alchemist's Experimental Elixir. One of the possible outcomes of the dice roll for this feature (or one option you can choose, if you're spending a spell slot to activate the ability) is to create a potion of Alter Self with a duration of 10 minutes. The modification he's proposing is to replace this with a polymorph effect that turns the drinker into a bat or wolf.</p><p></p><p>I've already told him that the bat is a no-no until at least the level at which a druid can turn into a flying creature (we have a PC druid, I don't want to step on his toes). But what do people think about this house rule in general? Is it overpowered? 11 temp hp (from the wolf form) is a lot at low level, but the ability isn't going to scale well at higher level and as it's a polymorph rather than a wild shape, the drinker of the potion will regress to wolf mental ability scores. But on the other hand, once he has a few more spell slots under his belt (he's talking about multiclassing, possibly into wizard), he'd be able to have the whole party turn into bats at quite a low level. But on the other other hand, he could do something similar as-is with the Experimental Elixir ability that grants a flight speed.</p><p></p><p>Can anyone else think of any massively obvious pitfalls here?</p><p></p><p>(Also, can anyone recommend a decent DMsGuild product with a vampire class in it - a class that actually involves developing one's vampiric abilities? He's poking around the possibility of blood hunter, but it's not the most clean fit for what he's doing...)</p></blockquote><p></p>
[QUOTE="humble minion, post: 9481481, member: 5948"] So, I have a player in my game who is playing a dhampir alchemist artificer. His character concept is of a studious doctor (this is War of the Lance Dragonlance, so healing magic is largely unknown and doctors/healers are actually useful...) who was deliberately infected with dhampirism by unknown means and unknown parties at some time in the past. His alchemical abilities are the results of his investigation into the power and potential of his own vampiric blood. I have allowed him to make some spell list swaps etc to lean into this concept. He's proposing a modification to the alchemist's Experimental Elixir. One of the possible outcomes of the dice roll for this feature (or one option you can choose, if you're spending a spell slot to activate the ability) is to create a potion of Alter Self with a duration of 10 minutes. The modification he's proposing is to replace this with a polymorph effect that turns the drinker into a bat or wolf. I've already told him that the bat is a no-no until at least the level at which a druid can turn into a flying creature (we have a PC druid, I don't want to step on his toes). But what do people think about this house rule in general? Is it overpowered? 11 temp hp (from the wolf form) is a lot at low level, but the ability isn't going to scale well at higher level and as it's a polymorph rather than a wild shape, the drinker of the potion will regress to wolf mental ability scores. But on the other hand, once he has a few more spell slots under his belt (he's talking about multiclassing, possibly into wizard), he'd be able to have the whole party turn into bats at quite a low level. But on the other other hand, he could do something similar as-is with the Experimental Elixir ability that grants a flight speed. Can anyone else think of any massively obvious pitfalls here? (Also, can anyone recommend a decent DMsGuild product with a vampire class in it - a class that actually involves developing one's vampiric abilities? He's poking around the possibility of blood hunter, but it's not the most clean fit for what he's doing...) [/QUOTE]
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