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The lazy fix to alchemists
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<blockquote data-quote="I'm A Banana" data-source="post: 9277922" data-attributes="member: 2067"><p>I'm OK with the <em>alchemical savant </em>feature at 5th level as a damage boost. It's main function seems to be making your lower-level spells hit harder, and so it makes it worth it to spend your actions doing alchemist-y things like spraying poisons and acids and fire everywhere. It's probably weaker than extra attack, but I honestly didn't mind much. In play, it felt significant on my <em>rays of sickness </em>and <em>acid arrows</em> and <em>cure wounds</em> spells (and my <em>poison spray</em> cantrip, especially, since that was already 3d12 damage). It did it's job, I think.</p><p></p><p>It'd be even more notable if it applied to an experimental elixir that dealt one of those types of damage (or applied to an ally's attack). If I could have applied some poison to the fighter's attack rolls and added my INT bonus to the poison damage, maybe as a reaction to an ally making an attack, that would've felt pretty potent, I think, especially if it was something that didn't take my whole turn to do. </p><p></p><p>I'm not even 100% convinced that the experimental elixirs need to be <em>more powerful</em>, in an objective sense. They take a lot of time (and some significant resources) to use, they're easy to ignore, and there's no "special alchemist attack mode" option like there is for every other artificer subclass. They're not bad for Concentration-free buffs with unlimited range that anyone can use. They're just not usually "worth it" in the middle of a fight in terms of actions and other things you could be doing. And even with <em>alchemical savant</em>, it doesn't feel great having "casting a cantrip" be one of your best options for your entire action at 14th level.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9277922, member: 2067"] I'm OK with the [I]alchemical savant [/I]feature at 5th level as a damage boost. It's main function seems to be making your lower-level spells hit harder, and so it makes it worth it to spend your actions doing alchemist-y things like spraying poisons and acids and fire everywhere. It's probably weaker than extra attack, but I honestly didn't mind much. In play, it felt significant on my [I]rays of sickness [/I]and [I]acid arrows[/I] and [I]cure wounds[/I] spells (and my [I]poison spray[/I] cantrip, especially, since that was already 3d12 damage). It did it's job, I think. It'd be even more notable if it applied to an experimental elixir that dealt one of those types of damage (or applied to an ally's attack). If I could have applied some poison to the fighter's attack rolls and added my INT bonus to the poison damage, maybe as a reaction to an ally making an attack, that would've felt pretty potent, I think, especially if it was something that didn't take my whole turn to do. I'm not even 100% convinced that the experimental elixirs need to be [I]more powerful[/I], in an objective sense. They take a lot of time (and some significant resources) to use, they're easy to ignore, and there's no "special alchemist attack mode" option like there is for every other artificer subclass. They're not bad for Concentration-free buffs with unlimited range that anyone can use. They're just not usually "worth it" in the middle of a fight in terms of actions and other things you could be doing. And even with [I]alchemical savant[/I], it doesn't feel great having "casting a cantrip" be one of your best options for your entire action at 14th level. [/QUOTE]
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