Proving The Alchemist is OP | Dungeons and Dragons 5e Build

Proving The Alchemist is OP | Dungeons and Dragons 5e Build

Jinofcoolnes

2 года назад

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@shockman2178
@shockman2178 - 26.08.2024 21:57

no no let him cook

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@adriel8498
@adriel8498 - 31.07.2024 02:11

You can't rest cast it because the potion lose their effects at the END of your long rest. So you cast it during your long rest, the the long rest end (That's the end of your nex long rest)

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@richardsanchez1095
@richardsanchez1095 - 09.07.2024 03:16

Click bait

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@DirewolfMemento
@DirewolfMemento - 05.06.2024 12:39

THE BEST RAW ALCHEMIST GUIDE FOR YOU:

Go 3 levels into artificer alchemist then take a 2 level dip into genie warlock. You get a personal lab (genie vessel), and extra scaling damage equal to your prof modifier. (+ hex spell making you witch like although you may want to use flaming sphere + fire bolt for damage)

Then be an elf (Any) for trance. (I think reborn technically works as well) I recommend High Elf and taking the Mind Sliver cantrip.

You can use the 2 first level spell slots from warlock that reset on a short rest to fuel your potion making in the morning. After a 4 hour long rest thanks to trance, take the time and conduct 4 short rests while the rest of your party sleeps using the 2 spell slots you gain from each rest to craft a potion of your choice.

This gives you 8 potions. 9-11 if you count the random ones, and two more if you use the final two spell slots you got after the last short rest.

Take Fey Touched at ASI. Boost INT, and learn bless.

Choose Dao for bludgeoning damage + Crusher Feat to move enemies around by 5 feet on a hit with your firebolts. You could flavor it that your firebolts deal bludgeoning damage because they are flaming flasks you've made that explode and knock enemies around.

Open a Clearance Potion Shop in town. Tell people you sell your potions for dirt cheap (10 GP - 25) because they expire in 24 hours. Then watch as the profit you make skyrockets. (Remember that every hour you spend working at a shop you can short rest and gain 2 more potions. Meaning that you'll make money throughout the day even if you sell all your morning potions.)

When you become level 12, infuse Vortex Warp into a magic item and give it to your Homunculus Servant and watch as your enemies panic as you warp them across the battlefield up to 10 times a day (assuming your INT is +5 = 20)

Pro:
Finally, the best part about the alchemist is that you don't really need your infusions except for the HS (Homunculus Servant which you don't really need until you're level 12). You are a great support because you are selfless in the act of magic item creation and potion buffs. You add bless + boldness on top of that and give your allies a +2d4 to all attack rolls and saving throws. If you want to make the party feel like they need you, go one level into peace cleric for the extra 1d4 once per turn for 10 minutes to make the total 3d4 to all attack rolls and saving throws, and 1d4 to all ability checks + guidance for a total of 2d4. (This is assuming peace cleric isn't banned and 2d4 is completely fine as well.)
In reality your party DPR isn't dropping too drastically since you are actually increasing the accuracy of your party members by a pretty large sum. Especially if you give them your magic item enhancements since you yourself don't need them.

Con: You need to be on high alert. If you have a gut feeling you are going to fight, give your party the potions before hand. Remind them to drink it and of the bonuses. Although this will get tiresome, this will save you a lot of effort. Always make sure your party has at least one potion if not two on them before hand. In combat you should be casting sanctuary on yourself to keep you out of harms way if you aren't doing damage or after you firebolt on a turn.

Final Note:
Accept that your role isn't damage. You make the party act efficiently and have a well of healing outside of combat, and triage in combat. Make sure you ask your DM if you can craft a uncommon All-Purpose Tool using the magic item crafting rules. This will give you a free cantrip, and if you get one cantrip (vicious mockery, or chill touch so you still add the alchemist bonus damage.)
With the APT you are incredibly versatile. As you can use an action to swap the tool to any other tool and gain proficiency with said tool. At level 6 you'll have expertise with all tools. Use the tool guild on page 78 with Xanathar's Guide to Everything (I could be wrong on page number, going off of memory) and watch as you can be very useful.

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@starat2645
@starat2645 - 18.05.2024 22:03

Not to rag on this, but this is more of a piece about the power of the artificer than the alchemist. Half the video is dedicated to the artificer more generally, and while what you say about the alchemist is true (the value of certain elixirs) it doesn’t make a great argument. Alchemists only get 1 elixir at the start of each day, and while your rest casting trick might work, it’s gonna be v DM dependent and adventuring day, but ideally it can be really good

I think the way to make the most out of the alchemist is to multiclass, either to make more use of its 3rd or 5th level feature.

For its 3rd, going elf or reborn grants you a 4 hour rest, allowing you to use the remaining 4 hours to use pact slots to make more elixirs, allowing you to stack up on the good ones. 2 levels is the most efficient, but a 3rd would allow you to cast more 2nd level spells and give you a pact boon and 2 nice 2nd level spells (Misty step isn’t an artificer spell) genie or fiend seems like the best option and tome would allow for more utility w more cantrips and book of ancient secrets

For the 5th level feature, if you can take a level 1 feat, artificer initiate would allow you to pick up alchemist supplies prof early and let you cast any int spell using it, including something like toll the dead through a wizard dip or magic initiate. Pair that w a level of death cleric for more cantrips, heavy armor, and spells like bless and the reaper feature to let you target 2 creatures w a necromancy cantrip. So at level 6, you have a toll the dead dealing 2d12+int to 2 creatures. A pretty solid at-will attack for when you run low on slots from making more elixirs

I think there can be an argument for the uses of the alchemist, but OP may have been a bit ambitious of a claim

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@Whitewing89
@Whitewing89 - 06.04.2024 18:47

Have done the bag of holding trick, boss will just pop legendy resistance to auto save.

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@Whitewing89
@Whitewing89 - 06.04.2024 18:34

I was under the impression. You can't use class features in spells during long rests.

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@garthcresswell4037
@garthcresswell4037 - 16.03.2024 20:05

With Alchemist making more consumable items, I thought the price for consumable items was cheaper compared to the non-consumables of the same reality. So I try to make it the king of consumables, food, alcohol oils, healing salves and many more. Such wares are easier to sell in the towns and cities. Someone in the party needs to budget for spell components with a cost the revivify diamonds don’t buy themselves. Had a Barbarian at my table steels them to buy a 6000 gold sword then ask why we did not revive him. (Had the only reason be that I was an Alchemist make more.)

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@skidmoda
@skidmoda - 06.03.2024 16:15

I mean early levels I can see how they can be good. You get fly( with NO concentration) at basically 3rd level, but none of these elixirs scale. The spells to elixirs cut off at a long rest, so basically, the question what is better your spell slot or one of these elixirs? Also, they are an action to use, if it was a bonus action for you to drink then yeah that's good. The tattoo item and all the infusions you mention works with other classes just as well. I mean as soon as 5 or 6th level the elixirs seem just ok. Fly is by far the best for a 1st level slot, that is flight with NO concentration, but again the issue is nothing scales. Most DMs don't like it as the flying party would be well annoying. How many bandits have net launchers? I like the idea, but pathfinder did a much better job with this idea. They had a Dr. Jeckly Mr Hyde or a mad bomber or a poison specialist or a healer I mean it felt like they all fit. Dnd I think dropped the ball in general on this class. I'm not saying it is bad I'm playing one now, but just feels overall they missed the mark.

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@gaelofariandel6747
@gaelofariandel6747 - 03.02.2024 22:23

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.

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@AdeptRun
@AdeptRun - 23.12.2023 03:39

I just realized something, Alchemist is truly the strongest the elixirs disappear when drunk or when you take a long rest. Now hear me out, if you were to be a coffeelock Alchemist, you never long rest with infinite spell slots meaning infinite potions.

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@ericpeterson8732
@ericpeterson8732 - 20.10.2023 04:25

I disagree with rest casting for Alchemists. When you use a slot to make an elixir, you are not casting a spell, you are making a potion. Too much work for a person trying to take a long rest.

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@arcanerecovery2567
@arcanerecovery2567 - 22.04.2023 17:38

Alter Self? Can use for underwater adventures, breathe underwater and swimming speed.

Alter Self? Need disguises then you become the change, it's not an illusion, and you can change again and again for the duration.

Alter Self? Have no weapons because you're stranded or exiled in a wasteland, or just broke out of captivity, can be a little fun to have some natural weapons for a while... a challenging change for a mid or high level party.

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@Morgan.Farkind
@Morgan.Farkind - 31.01.2023 21:21

Alchemist would honestly be fine if you could administer elixirs and get your 2nd and 3rd elixirs earlier. A syringe bonus action to stab an ally with would be great, especially if it were ranged.

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@thedeaderer8791
@thedeaderer8791 - 19.11.2022 15:14

Idk the homunculus is a tiny creature

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@thedeaderer8791
@thedeaderer8791 - 19.11.2022 15:04

Most dms don't allow rest casting so that can't really be counted

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@thedeaderer8791
@thedeaderer8791 - 19.11.2022 15:03

The alchemist can't be one of the worst subclasses in the game because the artificer chassis is good enough to be better then alot of classes. Hey great video but ur audio is all jacked man

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@drasil5242
@drasil5242 - 05.09.2022 03:21

I'd really like to agree with you here, as I believe the Alchemist is underrated, but I didn't find the points here to be convincing. Half of the video was spent on talking about Artificer tech but not really how it enhances the Alchemist over other Arti subclasses. Spellwrought infinite, Bag of Holding bomb, and grapple homunculus are just as effective on the better Arti subs as on Alchemist. In addition, rest casting (which does help Alchemist in particular) is not RAW. The wording of Long Rest states that the rest is interrupted by 1 hour of walking, fighting, casting spells, or similar adventuring activity. This can be interpreted as 1 hour of walking - OR - fighting - OR - casting spells etc...

As for Elixirs, I believe they tend to be underrated by Alchemist detractors but overrated by supporters. They are really held back by the fact that you (or your pets) cannot administer them to allies unless they are incapacitated. There are a lot of scenarios where you will not have the opportunity to precast the potions, and even more where their odd durations are wasted. If they followed the typical object interaction rules (action to use or administer) I would actually say Alchemist is on par with the Armourer, but nowhere near "broken". It would also help to solve the playability issues where potions are wasted less often and you are lacking a decent Action option on a turn-by-turn basis.

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@mikederp9612
@mikederp9612 - 01.09.2022 17:34

Well this was bad. It doesn't prove alchemist is op by any means.
The experimental elixir doesn't scale. You point out a major flaw as well of to make it more useful you should drink pre fight which is not always the case and if you even rolled for the elixir you wanted. If you don't get ones you want which you point out the healing potion isn't that great and btw esp as you level you are stuck with that potion or expend spell slots to try for another. The grappling I guarantee dms will make you do a strength check which is typically an alchemists or aritificers dump Stat.

You don't even bring up the fact of actually using tools for alchemy.

Alchemist is in fact pretty bad in compassion of other spell casters or support classes

The video is on the alchemist is op but you say to go into being a wizard to get access to other spells?

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@jonesaugusto816
@jonesaugusto816 - 07.08.2022 20:37

The music is a little bit too loud, and your voice is kinda low, as a not native english speaker this kinda makes hard for me to understand.

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@jonesaugusto816
@jonesaugusto816 - 07.08.2022 20:35

Pretty cool content man

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@Nedoiko
@Nedoiko - 07.08.2022 10:07

Here's the thing, the way you break Alchemist is by realizing that Alchemist is the only subclass so far of Artificer that isnt saddled with having their bonus action completely hogged by a subclass feature like the eldritch canon, the armor shield or the steel defender.
What this means is that the Alchemist is the supreme user of the Homunculus Servant, all you need is for the servant to be designed with storage space, and hands, and you essentially have multiclassed into thief rogue with no investment, give the experimental elixirs to the servant, and now those stop being an action and become a bonus action instead, the alchemist simply has superb action economy because of this, and the only reason youd want to multiclass now would be to get bigger quantity of spell slots.
I also recomend crafting, or combining with an Alchemy Jug ro get things such as Oil or vials of acid, if the game allows it, craft gunpowder and make bombs for the servant to throw
You can also eventually get Fey Touched, and combine it with the boldness elixir in order to do a light version of the dreaded peace cleric combo
I wouldn't also say that the Transformation elixir sucks, its very good if there's a monk in the part, or someone who uses pets or summoning spells that make creatures without magical attacks, increasing their damage at levels 3-4, and then being a straight +1 while also accounting for magic damage before level 6. if it comes for free its very welcome, I've even cheesed some adventuring challenges like avoiding cold climate by becoming wooly like a sheep

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@mechaslayer6648
@mechaslayer6648 - 07.08.2022 05:00

The video describes a bit about the subclass
Then changes completely to combos most people already know about that doesn't even need to be from an alchemist
Ends telling you to go wizard multiclass. Seems like I'd better get a more useful subclass.

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@geodude03
@geodude03 - 05.08.2022 18:29

Good informative vid!

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