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<blockquote data-quote="Ark the Pie King" data-source="post: 7571804" data-attributes="member: 6874479"><p>I've gotta be honest, I haven't been this excited to play anything in 5e in a long while. I feel a lot of the design space is very same-y from a mechanical point of view, and I've been struggling to build something that doesn't feel 'been there done that'. This pretty much scratches that itch. The Alchemist looks like a really fun hands on sort of support class. Having a pet that like, ya know actually DOES things is pretty exciting and I'm happy to use my bonus action to control it. The Turrets I feel could be a hair stronger given the fact that you're gonna be burning your limited spell slots to summon them but that said for the cost of a 1st level spell they seem pretty strong. It is a little odd that they don't scale though. Maybe the fact that they can be weighed against the 1st level spells is WHY they don't scale. Food for thought. Arcane Weapon with Not-Extra Attack seems juicy and fun. I do with they had slightly better weapon proficiencies because there's some anti-synergy with Not-Extra Attack and Crossbows but it's nothing that can't be dealt with at the end of the day. Either use a Shortbow, Take 1st level Fighter for Archery and Longbow, or Crossbow Master (the worst option imo). </p><p></p><p>The spell lists between the two Subclasses are kind of a joke though. The Artillerist's spell list is fire. Literally. It's a really, really solid blaster kit. The Alchemist's spell list has a weird number of spells that nobody has ever cast in a game ever like Purify Food and Drink or Create Food and Water (I know someone somewhere has cast them but we all know they're fluff spells). It feels like kind of a let down and I'd honestly look into swapping them out with something else. Also there's so oddities in the base class's spell list, like not having Unseen Servant and having Thorn Whip. There were a couple of other spells I thought for sure it'd have, but they escape me now. </p><p></p><p>I also wish there were more infusions. The ones that we got are perfectly serviceable, I just wish...ya know. There were more of them. Also someone else suggested this and I agree, let the Alchemist apply Alchemical Mastery to potions they brew that apply. </p><p></p><p>But on the whole, I'm REALLY happy with the class. It needs another round of polish but I'm thrilled with the results overall and I'm gearing up to ask my DM if I can play one tomorrow. Wish me luck!</p></blockquote><p></p>
[QUOTE="Ark the Pie King, post: 7571804, member: 6874479"] I've gotta be honest, I haven't been this excited to play anything in 5e in a long while. I feel a lot of the design space is very same-y from a mechanical point of view, and I've been struggling to build something that doesn't feel 'been there done that'. This pretty much scratches that itch. The Alchemist looks like a really fun hands on sort of support class. Having a pet that like, ya know actually DOES things is pretty exciting and I'm happy to use my bonus action to control it. The Turrets I feel could be a hair stronger given the fact that you're gonna be burning your limited spell slots to summon them but that said for the cost of a 1st level spell they seem pretty strong. It is a little odd that they don't scale though. Maybe the fact that they can be weighed against the 1st level spells is WHY they don't scale. Food for thought. Arcane Weapon with Not-Extra Attack seems juicy and fun. I do with they had slightly better weapon proficiencies because there's some anti-synergy with Not-Extra Attack and Crossbows but it's nothing that can't be dealt with at the end of the day. Either use a Shortbow, Take 1st level Fighter for Archery and Longbow, or Crossbow Master (the worst option imo). The spell lists between the two Subclasses are kind of a joke though. The Artillerist's spell list is fire. Literally. It's a really, really solid blaster kit. The Alchemist's spell list has a weird number of spells that nobody has ever cast in a game ever like Purify Food and Drink or Create Food and Water (I know someone somewhere has cast them but we all know they're fluff spells). It feels like kind of a let down and I'd honestly look into swapping them out with something else. Also there's so oddities in the base class's spell list, like not having Unseen Servant and having Thorn Whip. There were a couple of other spells I thought for sure it'd have, but they escape me now. I also wish there were more infusions. The ones that we got are perfectly serviceable, I just wish...ya know. There were more of them. Also someone else suggested this and I agree, let the Alchemist apply Alchemical Mastery to potions they brew that apply. But on the whole, I'm REALLY happy with the class. It needs another round of polish but I'm thrilled with the results overall and I'm gearing up to ask my DM if I can play one tomorrow. Wish me luck! [/QUOTE]
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