One strength of the Alchemist I realized recently is actually it's lack of great strengths or niche, it's liberating. You don't need to worry about taking infusions that buff yourself because there's not a ton to buff. Your subclass only supports you with some hand-me-down wizard and cleric spells and virtually no combat benefits [aside from adding your int mod once to a handful of spells] that can't already be done by others earlier, so you're more free to take the weirder infusions [and feats] and be creative -because there's not really much that's great to 'build' towards. You can afford to take uncommon infusions like the alchemy jug and see what you can actually do with them. Try things like intimidating enemies by threatening Scaphism torture using the alchemy jug's honey [with pipes of the sewers to clean up your messes]; see what you can get up to with touch spells and a homunculus; sending stone cellphones; etc. And/or you can take infusions that will improve your party without feeling like you're limiting yourself by doing so
I do like a character that can run nothing but ASIs the entire time (maybe ONE feat, such as tough) & have infusions be more of utility rather than necessity. I LOVE familiars & just about any type of minions but for Armorer, Battlesmith & Artillerist there are a lot of things I use my bonus action with, so a Homoculous Servan's blast would rarely be used. On an Alchemist the only thing I'd use a bonus action for is one of my spells so
One thing I like to do is teleport above an enemy then drop down on them for an extra 3d6 damage which you also take, but if your DM is cool you'll take half.
@R4gingBullthere is a tashas rule that says that if you fall into another creatures space, unless the creature makes a dc15 dex save, you fall on it and you and the creature takes half of the falling damage each
From what I've heard the original Alchemist design had a special Homunculus. I do think having a Homunculus Servant can be beneficial for the Alchemist in particular because you don't have much to do with your bonus action, and commanding the Homunculus gives you an option (the Battle Smith and Artillerist can't really afford to have one because their bonus actions are already used up by their other constructs). It can deliver (hand over, not pour) potions to other players during combat, or Help them, or just use it's own little ranged attack. It has expertise in perception so makes a great little guard/scout as well. When you get the Spell Storing Item you can put Flaming Sphere in it and give it to your Homunculus - now it can cast the spell (using your bonus action), it can concentrate on it and it can move the Sphere independently, using it's own bonus action, which frees up your own concentration and bonus action for something else (for this build you could use Boots of the Winding Path). If you want to get really cheesy you can cast up some Tiny Servants, and have them all use the Spell Storing Item / Flaming Sphere as well - and have three or four Spheres running around the battlefield, controlled by your minions. There are a few other viable Alchemist builds as well, I will probably do some videos on these at some point :)
Ok...it took a while but I'm playing an Alchemist. I tool the Ruby of the War Mage infusion and attached to a longbow. I also have the Poisoner Feat and I have Chromatic Orb spell. I now have Madusa's Bow. At level 8 I will take the Fey Touched feat for Hex
I would only play an alchemist as an elf with 2 levels of any warlock. 4 hour long rest leaves you with 4 hours to make extra potions with your 2 pact slots, then short rest, repeat until everyone else wakes up. By my calculations, you could start each day with 1 random potion and 12 chosen ones and still start the day with your full slots.
I really like this build... I always visioned the Alchemist as something like and Elememtalist. For the Tattoo I choose Chromatic Orb I also get the Homunculous + Fey Touched for the Inflict Wounds
Absolutely love your content! Here is a sort of niche build I came up with for the Alchemist. All Artificers get the firearm proficiency if they are allowed in your game (if not pick your favorite ranged weapon), take pistol and pick variant human or custom lineage to get the Sharpshooter feat. When you take Alchemist at 3rd level hope to get the Boldness elixir, if not use a spell slot or two and make 1 or 2 of your own. The d4 to every attack roll will help offset the -5/+10 from sharpshooter. At 4th level take the Fey Touched feat, Misty Step is nice but take Bless for your 1st level enchantment spell and always include yourself as 1 of the 3 recipients. Now you have another d4 to every attack roll to help offset sharpshooter. You could probably figure out some more stuff to do with this build.
I would consider taking 1 of Fizbans metallic dragonborn, you cast flaming sphere (may need to be quickened due to action economy) in between a bunch of enemies, than take the attack action and use the breath weapon that incapacitates. There free damage, there's probably more you can do.
I wish the Alchemist subclass was better :/ I had to buff the class in my homebrew to bring it up to snuff. Gave it 2/3/4 free daily Elixers instead of 1/2/3, gave it a free Poison Spray cantrip that can be bonus action cast PB times per long rest starting from 3rd-level, and at 15th-level all Elixers have their effects and durations doubled. Also, I ruled that the Homunculus Servant can be ordered to apply Elixers to people, provided the recipient uses up their reaction.
I feel inspired to give alchemist a try! I’m going to do a combo with this build and your Corpse Collector skill master build and be a utility god! I really like being the out-of-combat MVP.
Hexblade/Sorc would do the Flaming Sphere and Booming Blade combo way better, I would think. Not only could they turn their sphere into Thunder (for a much lower resisted damage type), they have much higher slots to up-cast it, and can use whatever weapon they want and still be SAD. I could see the Crusher and Sentinel feats being used to great effect.
this feels like a fluid bender (reflavor firebolt and flaming sphere as magma balls, booming blade as non-newtonian fluid something and you're good to go)
I set up an escaped laboratory experiment (Simic Hybrid on paper, but think more along the lines of Mr X or Nemisis if it gained independent thought). He had what looked like a chem-thrower as an arcane focus (thematically) but behaved EXACTLY like an alchemy kit (mechanically--so no difference). Almost all of his spells were cast through it in some way (such as a fire bolt being launched through a heated nozzle or acid splash through a corroded, narrow jet) & his artifacts/infusions were all attached & integrated into his body. Gauntlets of Ogre Strength would be wristbands covered in small tubes & vials injecting steroids into his arms & Spell Refueling ring is some weird device stuck to the left side of his chest, pumping a jolt of electricity & weird fluids directly into his heart.
If you don't mind taking a 3 level dip, 1 in warlock and 2 in scribes wizard, you can get an alchemist build that deals a bunch of single-target damage, an alchemy lab/safe place to rest, and a way to consistently create potions on a short rest.
really cool build :D i'm starting my first campaign in years and i'm getting pretty hyped. Both Shadar-kai and the alchemist caught my eye but i was a bit lost, how to impement it and if these two can really go together. Your suggestions really fit my gameplay style and i'm happy I can now create a character that will be useful to the rest, slightly more experienced and up-to-date group :D
My next thing I can do with the Alchemist is Battlefield ER. The worst thing about frontline healing is the healing on the frontlines. I hang back behind the front lines and use Vortex Warp to pull downed PC out of imminent danger and cast Rope Trick to get them off the battlefield with the Rope of Climbing infusion. When they are inside my ER I, or my nurse, the Humunculus can administer the healing elixir and they can also take a short rest
A cool Alchemist build for crowds at 11th level is to put acid arrow in the spell item and cast haste, you can put a lot of acid on the battle field. Action: Acid Splash, Hasted Action spell item
Interesting, one of my favorite characters was a harengon blood hunter lycan. I like to lean into tool use with my characters so I was constantly using alchemist tools to create potions, acid, alchemist fire and other stuff. I also played it with Int being secondary. I thought about multi classing but wasn't set on which class. Now I wanna redo the build.
Point to bring up: The date for the Siege of Malta is a little more like Renaissance Period, (1565) but you could totally have "Experimental" versions of Flamethrowers that only the Artificer knows how to use, that function something like what they deployed to defend Malta from Enemy naval shore deployment. The enemy would start their advance towards the walls of Malta and they would get coated in this beeswax-like concoction and then get lit ablaze... You want to talk about continually taking multiple rounds of burning damage??? Your welcome!
I recently made a Tieffling alchemist, a with both flamme of flegethos and the level 6 ability of the subclass, it is a pretty decent pyromancer (Reroll 1 and 2 + Add Intelligence to the damage is pretty great)
Have you looked into the magic item all-tool? I use it to take Shillelagh. GFB with Shillelagh is so fun. Then I can use weapon infusions to allies instead of myself.
Race: Eladrin (Spring). Class: Genie Warlock 2 / Alchemist Artificer 18. Background: Soldier. Best Concentration Spells per level: Lv. 1: Faerie Fire. Lv. 2: Web. Lv. 3: Haste. (Flame Arrows if you have an archer). Lv. 4: Elemental Bane. Lv. 5: Animate Objects. 9 STR, 14 DEX, 14 CON, 17 INT, 8 WIS, 13 CHA. Lv. 1 (Artificer 1): Proficiencies: Constitution, Intelligence, Athletics, Intimidation, Perception, Medicine, Investigation, light armor, medium armor, shields, simple weapons, thieves tools, tinker’s tools, alchemist's tools, land vehicles, and cards. Equipment; Standard: An insignia of rank (Medic/Scout), a 100gp gem from a wizard, a deck of cards, a set of common clothes, a pouch containing 10gp, one shortsword, a shield, a light crossbow, 20 bolts, scale mail, Alchemist’s Tools, and a dungeoneer’s pack. Soldier Specialty: Healer/Scout. Spell Slots: 2/1st. Spells: Tasha’s Caustic Brew, Faerie Fire, Catapult, Cure Wounds. Fey Step Ability Score: Intelligence. Cantrips: Acid Splash, Green-Flame Blade. Lv. 2 (Artificer 2): Spell Slots: 2/1st. Infusions Known: Mind Sharpener, Enhanced Defense, Repeating Shot, Homunculus Servant. Infusions Used: Mind Sharpener, Homunculus Servant. Homunculus Appearance: Winged Adamantine Vial. Lv. 3 (Artificer 3): Specialist: Alchemist. Spell Slots: 3/1st. Spells: Healing Word, Ray of Sickness. Lv. 4 (Warlock 1): Patron: Genie (Efreeti). Pact Magic: 1/1st. Spells: Healing Elixir (Armor of Agathys if you can’t use Unearthed Arcana) if there’s no UA is allowed), Detect Evil and Good. Vessel: Stoppered Bottle. Cantrips: Mage Hand, Prestidigitation. Lv. 5 (Warlock 2): Pact Magic: 2/1st. Spells: Protection From Evil and Good. Invocations: Devil’s Sight, Misty Visions. Lv. 6 (Artificer 4): ASI/Feat: Fey Touched; +1 INT, Silvery Barbs. Spell Slots: 3/1st. Spells: Feather Fall, Absorb Elements. Lv. 7 (Artificer 5): Spell Slots: 4/1st, 2/2nd. Spells: Flaming Sphere, Melf’s Acid Arrow. Replaced Spells: Catapult = Web. Lv. 8 (Artificer 6): Spell Slots: 4/1st, 2/2nd. Spells: Enlarge/Reduce. Infusions Known: Radiant Weapon, Repulsion Shield. Infusions Used: Radiant Weapon. Lv. 9 (Artificer 7): Spell Slots: 4/1st, 3/2nd. Lv. 10 (Artificer 8): ASI/Feat: +2 INT. Spell Slots: 4/1st, 3/2nd. Spells: Invisibility, Protection from Poison. Lv. 11 (Artificer 9): Spell Slots: 4/1st, 3/2nd, 2/3rd. Spells: Gaseous Form, Mass Healing Word. Lv. 12 (Artificer 10): Spell Slots: 4/1st, 3/2nd, 2/3rd. Spells: Haste. Infusions Known: Helm of Awareness, Winged Boots. Infusions Used: Helm of Awareness (A). Cantrip: Guidance. Lv. 13 (Artificer 11): Spell Slots: 4/1st, 3/2nd, 3/3rd. Lv. 14 (Artificer 12): ASI/Feat: Warcaster. Spell Slots: 4/1st, 3/2nd, 3/3rd. Spells: Flame Arrows. Lv. 15 (Artificer 13): Spell Slots: 4/1st, 3/2nd, 3/3rd, 1/4th. Spells: Blight, Death Ward. Lv. 16 (Artificer 14): Spell Slots: 4/1st, 3/2nd, 3/3rd, 1/4th. Spells: Elemental Bane. Known Infusions: Amulet of Health, Arcane Propulsion Armor. Used Infusions: Amulet of Health. Cantrip: Mending. Lv. 17 (Artificer 15): Spell Slots: 4/1st, 3/2nd, 3/3rd, 2/4th. Lv. 18 (Artificer 16): ASI/Feat: +2 CON. Spell Slots: 4/1st, 3/2nd, 3/3rd, 2/4th. Spells: Freedom of Movement. Lv. 19 (Artificer 17): Spell Slots: 4/1st, 3/2nd, 3/3rd, 2/4th, 1/5th. Spells: Cloudkill, Raise Dead. Replaced Spells: Freedom of Movement = Animate Objects. Lv. 20 (Artificer 18): Spell Slots: 4/1st, 3/2nd, 3/3rd, 2/4th, 1/5th. Spells: Greater Restoration. Known Infusions, Spell-Refueling Ring, Bag of Holding. Used Infusions: Spell-Refueling Ring. Preferred Magic Items (2 / level): Common: Bottle of Boundless Coffee (Favorite), Rope of Mending. Uncommon: Eversmoking Bottle (Favorite) Alchemy Jug. Rare: All-Purpose Tool (A), Wand of Lightning Bolts (A) [Desperately wanted as a way to contribute damage]. Very Rare: +3 Shortsword, All-Purpose Tool (Replaced A) (Favorite). Legendary: Iron Flask (Favorite), Robes of the Archmagi (A). Tactics: So Eladrin (or all pure elves for that matter) have an ability called Trance that lets them take a long rest in four hours. Short Rests take one hour each. The Experimental Elixir feature states that you can use a spell slot to make an elixir of your choice. So… you take a Long Rest and wake up in four hours. You then go into your vessel with all your supplies and “work on elixirs” for another four hours. What this means is you’ll convert your Pact Magic into two elixirs. Then you take three Short Rests and convert your Pact Magic into elixirs of your choice three more times, taking a final 1-hour short rest to replenish that Pact Magic for the day. You end up with nine total elixirs, eight of which are your choice. Also, off topic from this part of my tactics, keep in mind that all but maybe one of my infusions is going to me. This subclass is best as a support character and thus should be sharing some of their most powerful traits.
What about Human Variant, starting with Poisoner Feat (Flavor as much as efficiency). On Tier 2 take the Alchemy Jug and produce two vials of Acid each day. On level three that increases with the Alchemy Tool Proficiency. For your first turn in combat either use Bonus Action "Apply Poison" and make an attack with a poisoned weapon or use a pre-prepared 5 pound object with a vial of Acid attached to it to cast Catapult and do 3D8 + 2D6 Acid. It doesn't scale well in the long run and you do not have too many charges each day (also the opportunity cost compared to selling the acid and poison is really high) but it is a really great boost to your early level damage output and it runs well with the flavor of the subclass. Later on you will still have your Fire Bolt + INT mod cantrip or the "fighting style" with Flaming Sphere and Booming Blade. I would even suggest to not take the Mobile feat at Level 4 but take INT ASI and use the infusion on level 6 to get the Boots of Winding Path to teleport away after a Booming blade attacke. Convieniantly the teleport is 15 feet which is exactely the distance for your Repulsion Shield. It makes for a neat combination where you have the feeling that all the puzzle pieces fit well and you can be satisfied with the result. But it still lacks behind other classes of course.
Found a little alchemist trick. Use boldness elexir and then use spellwrought tattoos through infusions for bless, take sharpshooter and you never have to turn off that +10 damage, take a level in fight probably for archery. Also just thought about it. If you take spellwrought tattoo multiple times and then summon a familiar then do not use the familiar in combat often and just plant bless spells on your owl with a free bless spell, no action, nothing. My DM allows bonus action potion action so I get 2d4 for saves and attacks with sacrifice of a bonus action. I’m playing this currently.
The big changes from 11 to 14 are that you get one extra infusion and 4th level spells. For infusions, at this level ring of protection or helm of awareness are good, but honestly you're probably set that you don't need anything specific. I'd probably lean towards giving an ally a dope infusion, or just doing something flavorful if you can't think of anything you'd particularly like mechanically for yourself. As far as 4th level spells go, wall of fire is good as well as summon construct (especially if you want to change up the main flaming sphere combo) but up casting flaming sphere isn't a bad choice either. Hope this helps!
Until level 5 I disagree what fire bolt a superior option to crossbow. This build has the same to hit but firebolt averages 6 damage with the 1d10 but the crossbow does 1d8+3 for an average of 8 and a minimum of 4. Also being all classes get a cantrip at level 5 in all casters. You will be able to get firebolt then on most character or tade it when you level to 5.
Alchemists can't take scrolls as infusions and the Spellwrought tattoo is basically a scroll. Since the tattoo came out after the Artificer was first envisioned it wasn't prohibited RAW but it does violate the spirit of the rule. My DM doesn't allow it.
Would you consider using a sling and the crusher feat with this build to push people into the flaming sphere, or would booming blade have a higher damage output?
i think since you can use Bonus action to move your Flaming Sphere anyway, i dont think you'd need crusher. Better get sentinel instead for if they want to get out of the sphere zone.
MostFrankly, my Alchemist never uses weapons. Firebolt or ray of frost tends to be my range option and shovking grasp my mele option. My humonculus servant uses its range Attack and using my alchemistvtools as spellcasting focus. It fits with how my character cast my quickly mixing potions. I find it usefull to cast faerie fire and then sanctuary, using spell slots to feed potion to party. Alchemist is a good buffer with elixir and spell combo. Not a fan of flaming sphere. I rhink I have daggers... never used them. I do think Alchemist need more experimental elixirs. Need a couple more elixir created and earlier. We get 3 a day at a fairly high level but wish it level as cantrips getting extra elixirs at 5th, 10th, 14th andaybe 18th? This would've up for slow spell caster progression. Also, I'd like a version of haste, andaybe an offensive elixir like a dragon breath potion. Maybe Invisibility? Experimental elixir seem the unique feature of thos class, but feels underwhelming compared to the othe subclasses for an artificer. They make great healers and buffer and I'm having a blast playing alchist.
I mean it's okay.... It's an Alchemist. So not that good, but seems to be the story of Alchemists. I like the idea of going in on the potions with a level or 2 in Warlock and then go wizard for the remaining levels. Probably Chrono or Bladesinger. That gives you the most possible castings of potions.... I'd never play it, but it's an idea.
I never got to level 5 with the one alchemist Ib played because my cantrips usually missed. When they did hit, they did little damage. I was scared to use any spells becuase what if I need those slots for elixirs. I was scared to make elixirs because what if I need those slots for spells. It's the only artificer subclass that has its mechanic tied to its half caster spellslots as if it were a full caster. That and the elixirs not scaling are the major flaws with the subsclass and made it extremely frustrating to play as everything I could do could be done better by everyone else and the few unique benefits to the elixirs are made pointless by the free ones being random and the chosen one taking up the very very few spell slots you get..
Personally I dont think the spell storing item to Familiar is cheap. Other casters at that level are doing 6th level spells, warlocks have 3 5th level spells per short rest, you have a 3rd level spell and a bunch of 2nd level spells. And your character never gets past being 5th level spell caster (while the wizard is doing wish force cage and simulacrum and meteor swarm)
Worth pointing out that Alchemical Savant doesn't work with Fire Bolt, or any of the Artificer cantrips for that matter. The feature specifies it only applies to spells you cast with alchemist supplies as your spellcasting focus. A spellcasting focus is only used for spells that have a material component that isn't consumed or doesn't have a cost. The only Artificer cantrip that fits that description is Thorn Whip, but it does piercing damage which isn't covered by the feature. This is why Alchemist is considered so bad. A lot of their features are just too restrictive.
All artificer spells use some type of artisan tools as a spellcasting focus. From the tools required portion of their spell casting feature: You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). Something else also overlooked for alchemists is that alchemists supplies include a glass stirring rod. This can double as your enhanced arcane focus infusion.
One strength of the Alchemist I realized recently is actually it's lack of great strengths or niche, it's liberating. You don't need to worry about taking infusions that buff yourself because there's not a ton to buff. Your subclass only supports you with some hand-me-down wizard and cleric spells and virtually no combat benefits [aside from adding your int mod once to a handful of spells] that can't already be done by others earlier, so you're more free to take the weirder infusions [and feats] and be creative -because there's not really much that's great to 'build' towards.
You can afford to take uncommon infusions like the alchemy jug and see what you can actually do with them. Try things like intimidating enemies by threatening Scaphism torture using the alchemy jug's honey [with pipes of the sewers to clean up your messes]; see what you can get up to with touch spells and a homunculus; sending stone cellphones; etc.
And/or you can take infusions that will improve your party without feeling like you're limiting yourself by doing so
I do like a character that can run nothing but ASIs the entire time (maybe ONE feat, such as tough) & have infusions be more of utility rather than necessity.
I LOVE familiars & just about any type of minions but for Armorer, Battlesmith & Artillerist there are a lot of things I use my bonus action with, so a Homoculous Servan's blast would rarely be used. On an Alchemist the only thing I'd use a bonus action for is one of my spells so
One thing I like to do is teleport above an enemy then drop down on them for an extra 3d6 damage which you also take, but if your DM is cool you'll take half.
@R4gingBullthere is a tashas rule that says that if you fall into another creatures space, unless the creature makes a dc15 dex save, you fall on it and you and the creature takes half of the falling damage each
@R4gingBullDC15 DEX Save or take 2d10 Bludgeoning
From what I've heard the original Alchemist design had a special Homunculus. I do think having a Homunculus Servant can be beneficial for the Alchemist in particular because you don't have much to do with your bonus action, and commanding the Homunculus gives you an option (the Battle Smith and Artillerist can't really afford to have one because their bonus actions are already used up by their other constructs). It can deliver (hand over, not pour) potions to other players during combat, or Help them, or just use it's own little ranged attack. It has expertise in perception so makes a great little guard/scout as well. When you get the Spell Storing Item you can put Flaming Sphere in it and give it to your Homunculus - now it can cast the spell (using your bonus action), it can concentrate on it and it can move the Sphere independently, using it's own bonus action, which frees up your own concentration and bonus action for something else (for this build you could use Boots of the Winding Path). If you want to get really cheesy you can cast up some Tiny Servants, and have them all use the Spell Storing Item / Flaming Sphere as well - and have three or four Spheres running around the battlefield, controlled by your minions.
There are a few other viable Alchemist builds as well, I will probably do some videos on these at some point :)
Ok...it took a while but I'm playing an Alchemist. I tool the Ruby of the War Mage infusion and attached to a longbow. I also have the Poisoner Feat and I have Chromatic Orb spell. I now have Madusa's Bow. At level 8 I will take the Fey Touched feat for Hex
I would only play an alchemist as an elf with 2 levels of any warlock. 4 hour long rest leaves you with 4 hours to make extra potions with your 2 pact slots, then short rest, repeat until everyone else wakes up. By my calculations, you could start each day with 1 random potion and 12 chosen ones and still start the day with your full slots.
Take genie warlock to get additional damage to attacks and a portable alchemy lab
I really like this build...
I always visioned the Alchemist as something like and Elememtalist. For the Tattoo I choose Chromatic Orb
I also get the Homunculous + Fey Touched for the Inflict Wounds
Absolutely love your content! Here is a sort of niche build I came up with for the Alchemist. All Artificers get the firearm proficiency if they are allowed in your game (if not pick your favorite ranged weapon), take pistol and pick variant human or custom lineage to get the Sharpshooter feat. When you take Alchemist at 3rd level hope to get the Boldness elixir, if not use a spell slot or two and make 1 or 2 of your own.
The d4 to every attack roll will help offset the -5/+10 from sharpshooter. At 4th level take the Fey Touched feat, Misty Step is nice but take Bless for your 1st level enchantment spell and always include yourself as 1 of the 3 recipients. Now you have another d4 to every attack roll to help offset sharpshooter.
You could probably figure out some more stuff to do with this build.
I would consider taking 1 of Fizbans metallic dragonborn, you cast flaming sphere (may need to be quickened due to action economy) in between a bunch of enemies, than take the attack action and use the breath weapon that incapacitates. There free damage, there's probably more you can do.
I wish the Alchemist subclass was better :/ I had to buff the class in my homebrew to bring it up to snuff. Gave it 2/3/4 free daily Elixers instead of 1/2/3, gave it a free Poison Spray cantrip that can be bonus action cast PB times per long rest starting from 3rd-level, and at 15th-level all Elixers have their effects and durations doubled. Also, I ruled that the Homunculus Servant can be ordered to apply Elixers to people, provided the recipient uses up their reaction.
Very fair changes. Yeah, hopefully with dnd one they clean it up.
I feel inspired to give alchemist a try! I’m going to do a combo with this build and your Corpse Collector skill master build and be a utility god! I really like being the out-of-combat MVP.
Hexblade/Sorc would do the Flaming Sphere and Booming Blade combo way better, I would think. Not only could they turn their sphere into Thunder (for a much lower resisted damage type), they have much higher slots to up-cast it, and can use whatever weapon they want and still be SAD. I could see the Crusher and Sentinel feats being used to great effect.
for inspiration, I also recommend The Alchemist from Taron "Indestructoboy" Pounds = it's a new class that is centered around combat chemistry too
Already got it, it’s solid :)
this feels like a fluid bender (reflavor firebolt and flaming sphere as magma balls, booming blade as non-newtonian fluid something and you're good to go)
Commenting on the potential of the blade singer , made me see you look at things fully and made me subscribe, i respect that
I set up an escaped laboratory experiment (Simic Hybrid on paper, but think more along the lines of Mr X or Nemisis if it gained independent thought). He had what looked like a chem-thrower as an arcane focus (thematically) but behaved EXACTLY like an alchemy kit (mechanically--so no difference). Almost all of his spells were cast through it in some way (such as a fire bolt being launched through a heated nozzle or acid splash through a corroded, narrow jet) & his artifacts/infusions were all attached & integrated into his body. Gauntlets of Ogre Strength would be wristbands covered in small tubes & vials injecting steroids into his arms & Spell Refueling ring is some weird device stuck to the left side of his chest, pumping a jolt of electricity & weird fluids directly into his heart.
Really nice build, I never thought in the Booming Blade / Mobile interaction before :)
If you don't mind taking a 3 level dip, 1 in warlock and 2 in scribes wizard, you can get an alchemist build that deals a bunch of single-target damage, an alchemy lab/safe place to rest, and a way to consistently create potions on a short rest.
really cool build :D i'm starting my first campaign in years and i'm getting pretty hyped. Both Shadar-kai and the alchemist caught my eye but i was a bit lost, how to impement it and if these two can really go together. Your suggestions really fit my gameplay style and i'm happy I can now create a character that will be useful to the rest, slightly more experienced and up-to-date group :D
Nice build. Very enjoyable and it's just enough to make players give you the "wtf" face.
Love it!
My next thing I can do with the Alchemist is Battlefield ER.
The worst thing about frontline healing is the healing on the frontlines.
I hang back behind the front lines and use Vortex Warp to pull downed PC out of imminent danger and cast Rope Trick to get them off the battlefield with the Rope of Climbing infusion. When they are inside my ER I, or my nurse, the Humunculus can administer the healing elixir and they can also take a short rest
A cool Alchemist build for crowds at 11th level is to put acid arrow in the spell item and cast haste, you can put a lot of acid on the battle field. Action: Acid Splash, Hasted Action spell item
Interesting concept, like the out of the box thinking to make bad subclasses playable.
Interesting, one of my favorite characters was a harengon blood hunter lycan. I like to lean into tool use with my characters so I was constantly using alchemist tools to create potions, acid, alchemist fire and other stuff. I also played it with Int being secondary. I thought about multi classing but wasn't set on which class. Now I wanna redo the build.
Point to bring up: The date for the Siege of Malta is a little more like Renaissance Period, (1565) but you could totally have "Experimental" versions of Flamethrowers that only the Artificer knows how to use, that function something like what they deployed to defend Malta from Enemy naval shore deployment.
The enemy would start their advance towards the walls of Malta and they would get coated in this beeswax-like concoction and then get lit ablaze... You want to talk about continually taking multiple rounds of burning damage???
Your welcome!
I recently made a Tieffling alchemist, a with both flamme of flegethos and the level 6 ability of the subclass, it is a pretty decent pyromancer (Reroll 1 and 2 + Add Intelligence to the damage is pretty great)
Dr, Jeckle build, Artificer /Barbarian drinking potion while raging, here comes a flying barbarian dragging enemy off building. what fun
I really like alquemist, this is a strange build, but it's unic and i like that 🐱
Im going to try this build, with the knowledge you can throw your booming blade upto 30ft as a thrown weapon, and recall it back to you
Have you looked into the magic item all-tool? I use it to take Shillelagh. GFB with Shillelagh is so fun. Then I can use weapon infusions to allies instead of myself.
Race: Eladrin (Spring).
Class: Genie Warlock 2 / Alchemist Artificer 18.
Background: Soldier.
Best Concentration Spells per level:
Lv. 1: Faerie Fire.
Lv. 2: Web.
Lv. 3: Haste. (Flame Arrows if you have an archer).
Lv. 4: Elemental Bane.
Lv. 5: Animate Objects.
9 STR, 14 DEX, 14 CON, 17 INT, 8 WIS, 13 CHA.
Lv. 1 (Artificer 1):
Proficiencies: Constitution, Intelligence, Athletics, Intimidation, Perception, Medicine, Investigation, light armor, medium armor, shields, simple weapons, thieves tools, tinker’s tools, alchemist's tools, land vehicles, and cards.
Equipment; Standard: An insignia of rank (Medic/Scout), a 100gp gem from a wizard, a deck of cards, a set of common clothes, a pouch containing 10gp, one shortsword, a shield, a light crossbow, 20 bolts, scale mail, Alchemist’s Tools, and a dungeoneer’s pack.
Soldier Specialty: Healer/Scout.
Spell Slots: 2/1st.
Spells: Tasha’s Caustic Brew, Faerie Fire, Catapult, Cure Wounds.
Fey Step Ability Score: Intelligence.
Cantrips: Acid Splash, Green-Flame Blade.
Lv. 2 (Artificer 2):
Spell Slots: 2/1st.
Infusions Known: Mind Sharpener, Enhanced Defense, Repeating Shot, Homunculus Servant.
Infusions Used: Mind Sharpener, Homunculus Servant.
Homunculus Appearance: Winged Adamantine Vial.
Lv. 3 (Artificer 3):
Specialist: Alchemist.
Spell Slots: 3/1st.
Spells: Healing Word, Ray of Sickness.
Lv. 4 (Warlock 1):
Patron: Genie (Efreeti).
Pact Magic: 1/1st.
Spells: Healing Elixir (Armor of Agathys if you can’t use Unearthed Arcana) if there’s no UA is allowed), Detect Evil and Good.
Vessel: Stoppered Bottle.
Cantrips: Mage Hand, Prestidigitation.
Lv. 5 (Warlock 2):
Pact Magic: 2/1st.
Spells: Protection From Evil and Good.
Invocations: Devil’s Sight, Misty Visions.
Lv. 6 (Artificer 4):
ASI/Feat: Fey Touched; +1 INT, Silvery Barbs.
Spell Slots: 3/1st.
Spells: Feather Fall, Absorb Elements.
Lv. 7 (Artificer 5):
Spell Slots: 4/1st, 2/2nd.
Spells: Flaming Sphere, Melf’s Acid Arrow.
Replaced Spells: Catapult = Web.
Lv. 8 (Artificer 6):
Spell Slots: 4/1st, 2/2nd.
Spells: Enlarge/Reduce.
Infusions Known: Radiant Weapon, Repulsion Shield.
Infusions Used: Radiant Weapon.
Lv. 9 (Artificer 7):
Spell Slots: 4/1st, 3/2nd.
Lv. 10 (Artificer 8):
ASI/Feat: +2 INT.
Spell Slots: 4/1st, 3/2nd.
Spells: Invisibility, Protection from Poison.
Lv. 11 (Artificer 9):
Spell Slots: 4/1st, 3/2nd, 2/3rd.
Spells: Gaseous Form, Mass Healing Word.
Lv. 12 (Artificer 10):
Spell Slots: 4/1st, 3/2nd, 2/3rd.
Spells: Haste.
Infusions Known: Helm of Awareness, Winged Boots.
Infusions Used: Helm of Awareness (A).
Cantrip: Guidance.
Lv. 13 (Artificer 11):
Spell Slots: 4/1st, 3/2nd, 3/3rd.
Lv. 14 (Artificer 12):
ASI/Feat: Warcaster.
Spell Slots: 4/1st, 3/2nd, 3/3rd.
Spells: Flame Arrows.
Lv. 15 (Artificer 13):
Spell Slots: 4/1st, 3/2nd, 3/3rd, 1/4th.
Spells: Blight, Death Ward.
Lv. 16 (Artificer 14):
Spell Slots: 4/1st, 3/2nd, 3/3rd, 1/4th.
Spells: Elemental Bane.
Known Infusions: Amulet of Health, Arcane Propulsion Armor.
Used Infusions: Amulet of Health.
Cantrip: Mending.
Lv. 17 (Artificer 15):
Spell Slots: 4/1st, 3/2nd, 3/3rd, 2/4th.
Lv. 18 (Artificer 16):
ASI/Feat: +2 CON.
Spell Slots: 4/1st, 3/2nd, 3/3rd, 2/4th.
Spells: Freedom of Movement.
Lv. 19 (Artificer 17):
Spell Slots: 4/1st, 3/2nd, 3/3rd, 2/4th, 1/5th.
Spells: Cloudkill, Raise Dead.
Replaced Spells: Freedom of Movement = Animate Objects.
Lv. 20 (Artificer 18):
Spell Slots: 4/1st, 3/2nd, 3/3rd, 2/4th, 1/5th.
Spells: Greater Restoration.
Known Infusions, Spell-Refueling Ring, Bag of Holding.
Used Infusions: Spell-Refueling Ring.
Preferred Magic Items (2 / level):
Common: Bottle of Boundless Coffee (Favorite), Rope of Mending.
Uncommon: Eversmoking Bottle (Favorite) Alchemy Jug.
Rare: All-Purpose Tool (A), Wand of Lightning Bolts (A) [Desperately wanted as a way to contribute damage].
Very Rare: +3 Shortsword, All-Purpose Tool (Replaced A) (Favorite).
Legendary: Iron Flask (Favorite), Robes of the Archmagi (A).
Tactics: So Eladrin (or all pure elves for that matter) have an ability called Trance that lets them take a long rest in four hours. Short Rests take one hour each. The Experimental Elixir feature states that you can use a spell slot to make an elixir of your choice. So… you take a Long Rest and wake up in four hours. You then go into your vessel with all your supplies and “work on elixirs” for another four hours. What this means is you’ll convert your Pact Magic into two elixirs. Then you take three Short Rests and convert your Pact Magic into elixirs of your choice three more times, taking a final 1-hour short rest to replenish that Pact Magic for the day. You end up with nine total elixirs, eight of which are your choice. Also, off topic from this part of my tactics, keep in mind that all but maybe one of my infusions is going to me. This subclass is best as a support character and thus should be sharing some of their most powerful traits.
What about Human Variant, starting with Poisoner Feat (Flavor as much as efficiency). On Tier 2 take the Alchemy Jug and produce two vials of Acid each day. On level three that increases with the Alchemy Tool Proficiency. For your first turn in combat either use Bonus Action "Apply Poison" and make an attack with a poisoned weapon or use a pre-prepared 5 pound object with a vial of Acid attached to it to cast Catapult and do 3D8 + 2D6 Acid. It doesn't scale well in the long run and you do not have too many charges each day (also the opportunity cost compared to selling the acid and poison is really high) but it is a really great boost to your early level damage output and it runs well with the flavor of the subclass. Later on you will still have your Fire Bolt + INT mod cantrip or the "fighting style" with Flaming Sphere and Booming Blade. I would even suggest to not take the Mobile feat at Level 4 but take INT ASI and use the infusion on level 6 to get the Boots of Winding Path to teleport away after a Booming blade attacke. Convieniantly the teleport is 15 feet which is exactely the distance for your Repulsion Shield. It makes for a neat combination where you have the feeling that all the puzzle pieces fit well and you can be satisfied with the result. But it still lacks behind other classes of course.
Found a little alchemist trick. Use boldness elexir and then use spellwrought tattoos through infusions for bless, take sharpshooter and you never have to turn off that +10 damage, take a level in fight probably for archery. Also just thought about it. If you take spellwrought tattoo multiple times and then summon a familiar then do not use the familiar in combat often and just plant bless spells on your owl with a free bless spell, no action, nothing. My DM allows bonus action potion action so I get 2d4 for saves and attacks with sacrifice of a bonus action. I’m playing this currently.
You still only get one attack per round. Yeah, it's a good attack but still just the one.
If someone has Flight, I feel like others should be able to push them about. Basically using Shove on them.
I have a weird Alchemist Sorcerer build I am working on
I ❤️ Sage 💯!!
Multi-class with Rogue thief, purple dragon knight, and become a walking meme of hated subclasses fused as one 'okay' nonmagical healer.
Currently making this build for a level 14 campaign, any advice on higher levels? I've never actually played an artificer and am looking forward to it
The big changes from 11 to 14 are that you get one extra infusion and 4th level spells. For infusions, at this level ring of protection or helm of awareness are good, but honestly you're probably set that you don't need anything specific. I'd probably lean towards giving an ally a dope infusion, or just doing something flavorful if you can't think of anything you'd particularly like mechanically for yourself. As far as 4th level spells go, wall of fire is good as well as summon construct (especially if you want to change up the main flaming sphere combo) but up casting flaming sphere isn't a bad choice either. Hope this helps!
Until level 5 I disagree what fire bolt a superior option to crossbow. This build has the same to hit but firebolt averages 6 damage with the 1d10 but the crossbow does 1d8+3 for an average of 8 and a minimum of 4. Also being all classes get a cantrip at level 5 in all casters. You will be able to get firebolt then on most character or tade it when you level to 5.
old vid but for the record. Lessser Restoration is free INT number per day.
hi have you ever made an alchemist grenade launcher build try it its crazy with repeating shot
Flying doesn't mean you are silent. You still need to roll stealth and because of heavy armor it would still be at disadvantage...
Alchemists can't take scrolls as infusions and the Spellwrought tattoo is basically a scroll. Since the tattoo came out after the Artificer was first envisioned it wasn't prohibited RAW but it does violate the spirit of the rule. My DM doesn't allow it.
Just a not the mobile fear also means you can fly 20ft which is pretty good
Would you consider using a sling and the crusher feat with this build to push people into the flaming sphere, or would booming blade have a higher damage output?
i think since you can use Bonus action to move your Flaming Sphere anyway, i dont think you'd need crusher. Better get sentinel instead for if they want to get out of the sphere zone.
Shadar-Kai get weapon proficiencies? Which source are you using?
Monsters of the multiverse, they get it through their Trance feature
@@DnD_Daily Oh wow, I see it now!
MostFrankly, my Alchemist never uses weapons. Firebolt or ray of frost tends to be my range option and shovking grasp my mele option. My humonculus servant uses its range Attack and using my alchemistvtools as spellcasting focus. It fits with how my character cast my quickly mixing potions. I find it usefull to cast faerie fire and then sanctuary, using spell slots to feed potion to party. Alchemist is a good buffer with elixir and spell combo. Not a fan of flaming sphere. I rhink I have daggers... never used them. I do think Alchemist need more experimental elixirs. Need a couple more elixir created and earlier. We get 3 a day at a fairly high level but wish it level as cantrips getting extra elixirs at 5th, 10th, 14th andaybe 18th? This would've up for slow spell caster progression. Also, I'd like a version of haste, andaybe an offensive elixir like a dragon breath potion. Maybe Invisibility? Experimental elixir seem the unique feature of thos class, but feels underwhelming compared to the othe subclasses for an artificer. They make great healers and buffer and I'm having a blast playing alchist.
I mean it's okay.... It's an Alchemist. So not that good, but seems to be the story of Alchemists. I like the idea of going in on the potions with a level or 2 in Warlock and then go wizard for the remaining levels. Probably Chrono or Bladesinger. That gives you the most possible castings of potions.... I'd never play it, but it's an idea.
I never got to level 5 with the one alchemist Ib played because my cantrips usually missed. When they did hit, they did little damage. I was scared to use any spells becuase what if I need those slots for elixirs. I was scared to make elixirs because what if I need those slots for spells. It's the only artificer subclass that has its mechanic tied to its half caster spellslots as if it were a full caster. That and the elixirs not scaling are the major flaws with the subsclass and made it extremely frustrating to play as everything I could do could be done better by everyone else and the few unique benefits to the elixirs are made pointless by the free ones being random and the chosen one taking up the very very few spell slots you get..
Personally I dont think the spell storing item to Familiar is cheap. Other casters at that level are doing 6th level spells, warlocks have 3 5th level spells per short rest, you have a 3rd level spell and a bunch of 2nd level spells. And your character never gets past being 5th level spell caster (while the wizard is doing wish force cage and simulacrum and meteor swarm)
So the Humanulus isn't worth taking over a framilar? They fucked the alchemist hard.
Worth pointing out that Alchemical Savant doesn't work with Fire Bolt, or any of the Artificer cantrips for that matter.
The feature specifies it only applies to spells you cast with alchemist supplies as your spellcasting focus. A spellcasting focus is only used for spells that have a material component that isn't consumed or doesn't have a cost.
The only Artificer cantrip that fits that description is Thorn Whip, but it does piercing damage which isn't covered by the feature.
This is why Alchemist is considered so bad. A lot of their features are just too restrictive.
All artificer spells use some type of artisan tools as a spellcasting focus. From the tools required portion of their spell casting feature: You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it).
Something else also overlooked for alchemists is that alchemists supplies include a glass stirring rod. This can double as your enhanced arcane focus infusion.
All Artificer Spells require Material Component, even in instances it normally wouldn't.
@@charlessmith5891Good eye on that glass rod. Now, I can finally use my fishing rod as an enhanced arcane focus.