Ancalagon
Dusty Dragon
Hello
(I know 5.5 is coming, but the artificer won't be updated for a while, so "tweaks" are still relevant )
The alchemist is by far the worse artificer subclass. It's underwhelming. I thought it needed 2 things:
a) a small power boost
b) an improvement to the "potions" power (the Elixirs).
For a), I already had the answer. First, one more cantrip. 2 cantrips is really limiting, but 3 is great (guidance, attack cantrip, mending). Second, 2 extra infusions, but they have to be the alchemy jug (because you're an alchemist!!!) and the homunculus (very on brand for an alchemist, esp if it's an "organic" one as opposed to a mini robot. Can be huge for RP, and very solid utility + a bit of firepower). I know this isn't what everyone would do, it's not very creative but it works and it's easy.
But what about b)? What about the "potions"? I had all these plans for something ambitious to "fix the alchemist once and for alllll!!!!!" based on my work on the GLOG alchemist but... it seems this isn't happening. So what to do? Then it hit me:
1: The potions are chosen by the alchemist, not random
2: You don't get 1, you get 1 per prof bonus. So now it scales decently with level.
I think that these changes make the alchemist more powerful without being excessive, complicated, or changing the nature of the alchemist. This is still a mainly utility/support character, but they have a bit more oomph now, oomph they sorely needed.
What do yo think?
P.S. It is very possible I am not the first to think of this.
(I know 5.5 is coming, but the artificer won't be updated for a while, so "tweaks" are still relevant )
The alchemist is by far the worse artificer subclass. It's underwhelming. I thought it needed 2 things:
a) a small power boost
b) an improvement to the "potions" power (the Elixirs).
For a), I already had the answer. First, one more cantrip. 2 cantrips is really limiting, but 3 is great (guidance, attack cantrip, mending). Second, 2 extra infusions, but they have to be the alchemy jug (because you're an alchemist!!!) and the homunculus (very on brand for an alchemist, esp if it's an "organic" one as opposed to a mini robot. Can be huge for RP, and very solid utility + a bit of firepower). I know this isn't what everyone would do, it's not very creative but it works and it's easy.
But what about b)? What about the "potions"? I had all these plans for something ambitious to "fix the alchemist once and for alllll!!!!!" based on my work on the GLOG alchemist but... it seems this isn't happening. So what to do? Then it hit me:
1: The potions are chosen by the alchemist, not random
2: You don't get 1, you get 1 per prof bonus. So now it scales decently with level.
I think that these changes make the alchemist more powerful without being excessive, complicated, or changing the nature of the alchemist. This is still a mainly utility/support character, but they have a bit more oomph now, oomph they sorely needed.
What do yo think?
P.S. It is very possible I am not the first to think of this.