I don't think anyone saw this coming!
What about at least raising the "cooldown" to short rest instead of long rest? The draught is once per day which makes it kind of mediocre compared to other sources of healing.
Once per day per person. 1/2 level round up d6 healing is almost as good as giving everyone the toughness feat, you just have to spread it over the day instead of having it for one go.
Sent from my iPhone using Tapatalk
I don't buy that argument. No offense ...
I don't buy that argument. No offense, but by that logic any healing effect can be completely overpowered. Prayer of Healing with a Life Cleric winds up being equivalent of double the Toughness feat, PER SLOT.
The issue I have with Draught of Healing is that due to the way it works, it functions rather poorly as an in combat heal. You can only heal one person with it, and in general it consumes THEIR action instead of yours, and you'll want to pick the person to give it to before the fight.
Simultaneously, it's a poor out of combat healing option as well, as it can only be done once per long rest per creature. If we compare it to equivalent "off-healer" options, almost all of them tend to choose between being an emergency combat healer, or a sustained healer. I think probably the best comparison here is the Tranquility Monk UA, as it has a similar level of healing in 5 person party.
The Tranquility Monk gets the burst heal to say "No you are NOT going down". Actually, just a few days ago a Tranquility monk saved my butt in a fight after I took a 5th level fireball to the face with my 3rd level warlock. Fun stuff. Back on point, compare this to the Artificer. Their burst healing in a fight is mediocre, it consumes the target's action, and your action as well if you heal more than once. So it's combat usefulness is clearly not its intended purpose.
Simply put, it should be focused on saving someone's butt in a fight, or it should be focused on potent healing out of combat. The once per day restriction, poor action economy, and lack of ability score bonus to healing cause it to be just a bit lackluster. I mean, even a healer's kit is a better option, and that feat is rarely taken outside of low levels.
Since I ran some numbers a while back, I'll provide examples of healing potential. We'll do this at level 5 to make things easy, with a 5 player party. This will be under the assumption of a day with 2 short rests.
Tranquility Monk: 10 healing per party member. Can burst heal and heal in fights.
Artificer: 13.5 Healing per party member. Poor use of resources in fights.
Moon Druid: 22.4 Healing per party member. Can lower efficiency to burst heal in fights, but not ideal.
Any Class With Healer's Kit: 37.5 Healing per party member. No burst heal capability.
Life Cleric: 120.1 Healing per party member. Can lower efficiency to burst heal in fights, and do this just as well as their all day efficient healing.
So this is kind of an amusing example, but you see that efficient out of combat healing is not overpowered(or everything would be playing life cleric). And the next best "efficient" healing option, the healer's kit, is actually very rarely taken in most campaigns and considered to be somewhat "meh". Artificer is the only class in this lineup that cannot burst heal in combat reliably. I understand that the artificer shouldn't be compared to a healing specialist(and the no one is expect it to rival life cleric). But given the amount of damage given up by the gunsmith class, or utility given up by other formulae, the Healing Draught could be a little better, at least. It could be a bonus action to create, or could have the option to throw it at a friendly creature whereupon it turns into an aerosol and heals them remotely. Or it could be only twice a day, or maybe have slightly better scaling. Whatever the case, the current math makes it seem a little bit lackluster.
Healing has never been overpowered in D&D, and from an optimization perspective is always a bad option. So a little boost to something that is mathematically inferior to other "bad" options might not be so horrible.
The tanglebag seems very weak because the area is quite limited.
Blocking line of sight can be *very* useful, so I think the smokestick is good. It's particularly useful in a map with tunnels, chokepoints etc. If the bad guy have an "archery wing" clustered in one spot you can shut them down for a round or two easily.
Thunderstone is good too IMO but the range makes it problematic. In fact it's a notable feature of the Alchemist is his limited range...
I'm going to essentially agree with all this. With one caveat, 2 of these you get at level 14 and level 17.