Sleeps for four hours, spends a lot of time in the lab and gets assignments done just before everyone else wakes up. We finally have the Biology student build.
Had a scholar druid some time ago. I Used to call her by the title followed by name. Dendróloga Ana. (Dendrologist Ana) Fitted really well for a druid to actually be a tree researcher. And by scholar I mean the background. Not a subclass.
It's actually not too difficult Yeah it won't be broken but it will be decent Get 6 levels into barbarian Now you got 4-5 temp hp on every turn Grab a shield by the way Grab a 4 level dip into rogue Now you can use dodge as a bonus action and got some stats too You could say using an axe would be better You get 2 attacks each for 1d10 + mods Or you could use a damn toothpick rapier and deal 1d8+2d6 + mods And another attack for a bit less which is d8 + mods Mathematically speaking in dice it's 2d8 and 2d6 vs 2d10 Which is 16 vs 11 Cool a tiny boost in damage There's more Grab a defensive duelist feat Now you got like... 14+2 + your proficiency bonus + dex modifier (i would prefer getting 2) ac which is either 18 or 22 in total plus you negate the reckless attack drawback and got 5 bonus hp every round Which is doubled because you're raging Then resume leveling up the barb You could throw the thornmail outta the window but it's still there for the sake of the subclass idea
I'm still newer to D&D and learning about it. Can someone please explain to me what being an Elf has to do with anything here? If you're willing to explain that can you maybe also explain how/why you can be a genie too and have your own bottle but yet some how it can't be taken by someone who would use it against you to make you do stuff for them? Also why not just make a character who's half Elf and half genie because why aren't genie's their own race and not class in this? What do you have to do to get genie as a classification?
@@riverlady982Elves have the racial ability to trance instead of sleep, making a long rest only take 4 hours instead of 8. This feature is unique to elves, so most of your party will need 8 hours to get a long rest, meaning as an elf you have 4 extra hours to do stuff while your party sleeps. As for your other question, a genie warlock actually isn't a genie but rather someone who has made a pact with a genie which grants them magic. In addition, one of the features of that subclass is that your patron genie grants you a genie vessel that you can use how you would like, including being able to disappear into it. You are correct that someone could easily take or break the vessel, but they can't use it to compel you since you aren't actually a genie and aren't bound to the vessel in any way. As for the race question, genies are considered elementals in DnD lore, and are basically just a type of creature, but there aren't any official rules for playing one as a PC. I hope I was able to answer all of your questions!
@@riverlady982 Hi! Don't know if you need these questions answered anymore but I'll go through them now. If you indeed have grown more knowledgeable, perhaps this may be useful for people in the future having the same thoughts and scouring this comment section. Elves, as a race, commonly get a racial feature known as Trance, which allows them to gain the benefits of a long rest in only 4 hours; half as long as other races. If you are unsure; long rests essentially give you back all your spent resources and HP. Being able to use up so many resources only to get them back twice as fast as others is paramount for a build like this one. To also add; you can only benefit from one long rest every 24 hours. Rather than "being a Genie" as you had thought; as a Genie Warlock, you are merely a Warlock in service to a genie who shares their power with you. So you gain genie-like abilities similar to your master rather than literally being a genie. To become a genie warlock, you have to, of course, declare your patronage to a genie who would be willing to be your patron. So, as you are not a genie, you cannot fall prey to things such as servitude to someone holding your lamp/object. Half Elves do not gain the racial ability of Trance, which is quite useful for a build like this one. As for your half elf-half genie idea; though any one DM may allow some homebrew for such a thing, the official rules and races for D&D 5th Edition strictly classify many of the half-races like half-elf or half-orc are born of the connection between the respective race and humans as the other half. Genasi are often credited to be half-genies; this is untrue. Genasi are humans that have a heritage or ancestry connected to creatures of the elemental planes. While genies could be, and most likely are commonly, connected to such heritages, they are not the only elementals comprising such legacies. I hope that answered everything in your comment. I love that you feel so inquisitive of everything! I hope you keep looking for the answers for the questions you have about anything at all; not just D&D. Good luck out there!
Petition signed Honestly sounds really fun. There isn't really enough in 5e to make you feel like an alchemist. The fact that this build only requires a small multiclass dip and just being an elf is a pretty cool work around for a generally ignored subclass. I DM more than I play, so I think I'll give this a shot with an NPC first. Hopefully the party doesn't force them to sleep outside Leomund's Tiny Hut, because last time they did that at an NPC it killed the NPC (wandering monster) and the NPC had a curse that transfers upon death. (The whole point of protecting him in the first place was to deliver him to someone who could fix his curse, but everyone misinterpreted it as lycanthropy in the party.)
I feel the reason Alchemist does so poorly against the other sub-classes, is because potions in D&D aren't always the greatest or widest in variety. I feel if D&D had more potions or had a better system of making potions (and Alchemist was connected to it) it would be a lot better.
@@DeadpoolAli yeah. Imagine being able to build a Saboteur Alchemist who prioritizes in making things like explosive bottles to huck at enemies and batches of Greek fire, or an Apothecary Alchemist who specializes in healing and buffing your enemies with capsules filled with potions and strange herbs.
A funny combo one of my players is going to have down the line: 5 Levels into Artificer Alchemist for Alchemical Savant to get your Intelligence modifier on specific damage types, 2 Levels into Wizard for Order of Scribes and part of that allows you to transmute your spells into specific damage types that you already know. Now you can cast spells like Fire Magic missile, or Acid Scorching Ray that have a +4 or +5 to their damage rolls. Technically if you go 10 into wizard Evocation for a really late spike thats a potential +10 to your evocation spells of certain damage types.
It should be called “coffeelock lite”, with the same mechanic abuse you love, without your dm bursting a blood vessel from how obscenely broken it is. (I do like how there are some parts that are more flavoury though)
Sadly it also suffers from coffeelock's biggest problem, Xanathar's change to long rests. Despite the fact that elf only has to sleep for 4 hours they still would have to spend the remaining 4 hours with light activity (which creating potions is not) to finish their long rest (and not suffer a level of exhaustion). Also because of this you'll miss out on the short rests too since you can't short rest during a long rest. It's a cute little idea, but there is a reason why coffeelocks pivoted to divine soul for that greater restoration.
@@Nuggette I can't find any source stating that an elf has to spend 4 hours of light activity after completing their trance. They need only four hours of 'sleep' to gain all benefits of a long rest. So that still leaves the four other hours the rest of the party sleeps to cook and take short rests, right?
@@vincentvanschoor6135 it's in PHB on page 186: "A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it." So the general rule states you have to sleep for at least 6 hours during a long rest. Elf's specific rule of only having to sleep for 4 hour would only modify that and not the whole long rest rule.
@@Nuggette That's just not true, a specific ruling overrules a general ruling. The Elf's trance clearly states that after having spent four hours meditating/sleeping, whatever you like to call it, it already gains the benefits of a long rest, no caveats attached about what to do with the four hours of time you have saved. The rule about general long rests in the phb needn't be applied anymore. It says it clear as day in the rules about elf, so it certainly DOES modify the whole long rest rule
@@vincentvanschoor6135 long rest =/= sleep. Warforged don't need to sleep, yet they would still gain a level of exhaustion for not long resting. Therefore elf's sleep rule only makes it so you can do 4 hours of light activity unlike other creatures which only get 2 hours max.
Alchemist with one level of Life Cleric is one of the most powerful healing builds in the game. With an Intelligence of 20 by 10th level (Artificer 9/Life 1), your Mass Healing Word restores 16 to 19 hit points.
I homebrewed that after the random roll for the potion, the Alchemsit know how to make one potion, so he doesn't have to roll for it anymore. But if he wants to make another kind of potion, he has to roll for it. Which could result in a potion he already know.
I ended up doing this with the artificer in my group i DMd for except he was a warforged so i gave him a portable lab that he could set multiple potions to brew and by the next morning would wake up with 2-4x the usual amounts of potions depending on the rolls. He ended up loving the class and had a huge impact on the underdark campaign thrh inadvertently stumbled into.
It also opens up another avenue of play via Elven Traits augmented by Eldritch Invocations. Just to name a few: Drow: Darkness + Devil Sight High: Friends + Mask of Many Faces Wood: Mask of the Wild + Misty Visions And don't forget your other tools. Proficiency in Disguise Kit would help bolster the CHA skills in the minimum 13 CHA needed to multiclass. Flash of Genius, no?
Some things which I've included in my Alchemist Artificer that have worked well for me; 1. Get a Homonculus Servant. You won't be able to use your bonus action for much, so being able to extend the range of your Touch spells out to 120 feet is very valuable, especially for a healing inclined class. 2. Mundane trumps magic. You have access to Alchemical Supplies as an innate part of the subclass. This can be the source of much DM aggravation - Counterspell isn't much use against three vials of Alchemists Fire wired to a Powder Horn. Plus, with some negotiation, there's the capacity to make an entire AC Revelations' worth of inventive bombs. 3. Potions for days. This one applies to any Artificer, but thematically works well with the Alchemist. At Level 10, Magic Item Adept allows you to craft a magic item of common or uncommon rarity in a quarter of the time and half the cost. An ordinary individual can craft a bog standard health potion in one working day (defined in Xanathar's Guide as 8 hours) - by level 10 you can crank them out in two hours for less than 13 gold apiece. Even a Greater Healing Potion can be cranked out in 10 hours. With two days effort, you can provide healing to the whole party and not cast a single spell.
This is why my DM allowed me to use the Wizard Subclass Artificer... Much more spellslots, you can control what potions you brew, etc. The only issue, was that it's UA, and was relatively weak.
I knew someone that played a rogue in 3.5 and did this with a portable hole and their Alchemist lab to make tons of Tanglewood bags and whatever utility potions/bombs they could.
@@saltypork101 Which is a non-issue, since casting a spell to get an equivalent effect would also take an action. Relying on a potion, or a scroll, is not meant to result in action economy, but in spell slots economy.
@@Sephiroth517 That's fine. I guess I'm just wary of all these folks out here claiming it's too strong. That's pure nonsense. It's very playable, which is better than the alchemist gets on its own. It's very far from broken.
Heh, I did this for a campaign. Although I didn't take the Genie patron. I took the Celestial. (Story reasons) DM loved it, because she thought Alchemist wasn't good, and she loved how I made it busted.
The best part of the alchemist is his ability for level 5. This makes him a much stronger caster. Especially if you choose the items correctly (All-purpose tool gives Shillelagh + Green-flame blade)
YES! This build is so cool! It's definitely not overpowered, because the best elixir has a duration of 1 minute, and they cost an action to apply, so it's still going to be situational and difficult to use. So not OP, but pretty good! If you want to make it even better, consider the Mark of Shadow Elf from Eberon. By taking just one more level of Warlock, you get to cast Pass Without Trace with your pact slots during the day, ensuring that you almost always have it active. Getting reliable surprise is always great, but allowing everyone to quietly drink an elixir of boldness directly before the surprise round makes it even better.
I’m actually playing an Alchemist in a campaign. We’re at level 11 and the Experimental Elixir is almost a forgotten resource to me. We do have quite a bit of homebrew to do other things, but the times it comes up are actually not enough for me to have this opinion.
I pretty much just create a bless potion for each party member and call it a day. Multiclassed to Bladesinger last time for an AC of 30+ after Shield - got blasted to 0 within 3 rounds by a kraken's lightning storm legendary actions. DC 24 doesn't give a shit about my +4 dex; & absorb elements can only go so far. Next sesh- probably gonna upcast Flock of Familiars and have them feed my allies potions every round xD more effective HP than mass healing word, & nice bonus effects.
It's neat, but wouldnt work at my table. I do two short rests per day to keep things more tense... Partly because I ran a campaign where 3 players independently chose warlock and if I didn't they would just sit down for a nap all the time.
I always play alchemist, normally because i transferred from 3.5/pathfinder so i want the flavor. However, all the alchemist fratures other than the first one are amazing as a healer
Better idea, take one more level and get pact of the tome, and then get the aspect of the moon eldritch invocation, which means you only need 8 hours of light activity to get the effects of long rest
Who needs to be an Elf? Who needs to sleep? Just take another level of Warlock to get Pact of the Tome and the Aspect of the Moon invocation, and now you can spend the entire time being a potion making machine.
So, this actually doesn't work, here's why; While in 2015 a Sage-Compendium advice came out on how the 'long rest' skip works for Elven Trance, this was actually outdated by the new wording on Elves and Elf Subraces that came later. (It stayed in the SAC for reference purposes due to Adventures League, should you use Mordekainen's as your +1 book). Only two pseudo-elf races, the Shadar Kai, and the Eladrin, have that new "You finish a long rest in 4 hours" ability, the regular Elf does not. They'll still need 8 hours of rest, being 2-4 hours of meditation, and the remainder being of any light activity.
Elf has to sleep for 4 hours. Depending on the version of the rules your DM takes a liking to that might be all they need, but originally they had to spend 4 hours doing light activity at most also to get a Long Rest. So 4 hours of sleep, 4 hours reading a novel and making breakfast or something.
The way i do it is that they get one pition a day of their choice but they must gather the ingredients themselves and must probably contain them the better the ingredients the better the potion
Honestly, it worked for me to just make Battlerager not need to use the spike armor stats to use the abilities. It’s a perfectly fine subclass if you just make the spiked armor itself cost the armor slot.
I feel like a lot of people sleep on how good the Alchemist is. Alchemist is one of the most fun healers I've ever played, and that's due in part to having access to the rare Heal + Sanctuary combo. Obviously it doesn't command as much raw power as the Cleric nor does it have the battlefield presence of the Artillerist or the Armorer, but its ability to keep the party safe and healthy should not be slept on.
I'm still newer to D&D and learning about it. Can someone please explain to me what being an Elf has to do with anything here? If you're willing to explain that can you maybe also explain how/why you can be a genie too and have your own bottle but yet some how it can't be taken by someone who would use it against you to make you do stuff for them? Also why not just make a character who's half Elf and half genie because why aren't genie's their own race and not class in this? What do you have to do to get genie as a classification?
Budget coffee lock is a tealock, where you make an elf sorlock and get up early to make a few extra sorcery points. This is kind of like that, in that you use your extra elf-morning productively with pact slots.
i mean you can really only do 2 short rests within 4 hours because they take an hour each. and i doubt your dm would let you just say that the potion is created instantly after a short rest. unless its an action to create a spell slot potion. then you could bang out 4 short rests to make 8 potions.
It's an Action so it's would be technically 4 hours and 48 seconds. I think your party can wait the the few extra seconds for you to regain your warlock spells.
The idea is to take a long rest, spend the spell slots, take a short rest and repeat. Like, wouldn't it take some time to make the potions (1 hour probably), and the short rest has a time too (1hour maybe). So you can do it twice before everyone finished a long rest and you start your day. And you are not giving anything to gain something. Why not better talk to the Dm to allow you to craft the potions within good boundaries of the game for the day. Like prepared spells
Super debatable at best. They've wanked around with how the Trance ability works, but originally it was that you could spend 4 hours asleep and then 4 hours doing light duty to complete a long rest. It wasn't that 4 hours WAS a long rest on its own. This kind of crap is exactly why it should stay that way. Its to carve ducks, keep watch, and maybe update your wizard tome because you don't have time during the adventuring day to do it. If a warforged takes 6 hours good luck explaining why an elf takes 4.
@kingofspaids1 yeah, after checking it looks like Warlocks don't get a 2nd spell slot till level 2. I've played Warlocks a grand total of like 3 sessions, so I don't have all too much knowledge on that stuff, lol
Its not a week subclass, You only think it is a week subclass because you are looking at a suport character bye themselves. The amount of buffs and damage you can deal is astounding.
I know how to make the Alchemist even better in one little change at Third Level. Just Give Them The Ability To Make Bombs! Smoke Bombs, Cherry Bombs, Stink Bombs, Ice, Fire, Poison, Radiant, Necrotic, Timed Delayed, and Remote Controlled Bombs! Hell why not at Level 18-20 you give them the ability to craft Nuclear Bombs? I mean they made an actual Chemistry Class and they Didn't Give Them The Ability To Make Kaboom, Where Is The Earth Shattering Kabooms?!
Okay, nope, can't ignore it, I'm so peeved by how Artificer is being pronounced- The f is supposed to go with the -ic, not the ti-. Ar-tih-fis-ur. We don't say ar-tif-ish-al, it's ar-ti-fish-al.
Since when is alchemist the worst artificer? 1d4+10 healing word, 2d4+2d6+10 healing potions for a lvl 1 spell slot. They are not offense monsters, but one of the best supports and can double with 14 Dex alone as a solid defensive block of health and AC.
This doesn't work. Trance lets you meditate for 4 hours during a long rest, yes. But "A long rest is a period of extended downtime, at least 8 hours long" so you have not yet finished your long rest. It's arguable whether creating potions is a "light activity" or not, and whether it would interrupt a long rest. But "Any elixir you create with this feature lasts until it is drunk or until the end of your next long rest." Which means you sleep for 4 hours, make a few potions, rest for an hour, make more potions, rest an hour, make more potions, rest another hour, make more potions, rest another hour, and then all of your potions disappear because you just finished your long rest. Or you interrupted it from making potions and didn't get a long rest at all.
Sleeps for four hours, spends a lot of time in the lab and gets assignments done just before everyone else wakes up.
We finally have the Biology student build.
pin of pride
Multiclass into life cleric for med student
@@pandoratheclayMulti class into Bard for a band student
Had a scholar druid some time ago.
I Used to call her by the title followed by name.
Dendróloga Ana. (Dendrologist Ana)
Fitted really well for a druid to actually be a tree researcher. And by scholar I mean the background. Not a subclass.
@@pandoratheclaynot a bad choice really especially sine healing word gets extra int mod on healing at 5th artificer level
"Now make a class for the battle rager!"
I can't perform miracles I'm afraid
@@MonkeyDM i don't think a miracle will be enough for that
The best build for a Battlerager is to just throw away the armor, and pretend you're a barbarian that doesn't have a subclass.
@chameleonx9253 best build for battlerager
Step 1: start a new character
It's actually not too difficult
Yeah it won't be broken but it will be decent
Get 6 levels into barbarian
Now you got 4-5 temp hp on every turn
Grab a shield by the way
Grab a 4 level dip into rogue
Now you can use dodge as a bonus action and got some stats too
You could say using an axe would be better
You get 2 attacks each for 1d10 + mods
Or you could use a damn toothpick rapier and deal 1d8+2d6 + mods
And another attack for a bit less which is d8 + mods
Mathematically speaking in dice it's 2d8 and 2d6 vs 2d10
Which is 16 vs 11
Cool a tiny boost in damage
There's more
Grab a defensive duelist feat
Now you got like...
14+2 + your proficiency bonus + dex modifier (i would prefer getting 2) ac which is either 18 or 22 in total plus you negate the reckless attack drawback and got 5 bonus hp every round
Which is doubled because you're raging
Then resume leveling up the barb
You could throw the thornmail outta the window but it's still there for the sake of the subclass idea
"Domain Expansion: 'Jesse, we need to cook.'"
Lmao
dm : why is everyone an elf artificer..?"
party of 5: "don't worry about it."
drowns every opponent in potions.
I'm still newer to D&D and learning about it. Can someone please explain to me what being an Elf has to do with anything here? If you're willing to explain that can you maybe also explain how/why you can be a genie too and have your own bottle but yet some how it can't be taken by someone who would use it against you to make you do stuff for them? Also why not just make a character who's half Elf and half genie because why aren't genie's their own race and not class in this? What do you have to do to get genie as a classification?
@@riverlady982Elves have the racial ability to trance instead of sleep, making a long rest only take 4 hours instead of 8. This feature is unique to elves, so most of your party will need 8 hours to get a long rest, meaning as an elf you have 4 extra hours to do stuff while your party sleeps. As for your other question, a genie warlock actually isn't a genie but rather someone who has made a pact with a genie which grants them magic. In addition, one of the features of that subclass is that your patron genie grants you a genie vessel that you can use how you would like, including being able to disappear into it. You are correct that someone could easily take or break the vessel, but they can't use it to compel you since you aren't actually a genie and aren't bound to the vessel in any way. As for the race question, genies are considered elementals in DnD lore, and are basically just a type of creature, but there aren't any official rules for playing one as a PC. I hope I was able to answer all of your questions!
@@riverlady982 Hi! Don't know if you need these questions answered anymore but I'll go through them now. If you indeed have grown more knowledgeable, perhaps this may be useful for people in the future having the same thoughts and scouring this comment section.
Elves, as a race, commonly get a racial feature known as Trance, which allows them to gain the benefits of a long rest in only 4 hours; half as long as other races.
If you are unsure; long rests essentially give you back all your spent resources and HP. Being able to use up so many resources only to get them back twice as fast as others is paramount for a build like this one. To also add; you can only benefit from one long rest every 24 hours.
Rather than "being a Genie" as you had thought; as a Genie Warlock, you are merely a Warlock in service to a genie who shares their power with you. So you gain genie-like abilities similar to your master rather than literally being a genie. To become a genie warlock, you have to, of course, declare your patronage to a genie who would be willing to be your patron. So, as you are not a genie, you cannot fall prey to things such as servitude to someone holding your lamp/object.
Half Elves do not gain the racial ability of Trance, which is quite useful for a build like this one. As for your half elf-half genie idea; though any one DM may allow some homebrew for such a thing, the official rules and races for D&D 5th Edition strictly classify many of the half-races like half-elf or half-orc are born of the connection between the respective race and humans as the other half.
Genasi are often credited to be half-genies; this is untrue. Genasi are humans that have a heritage or ancestry connected to creatures of the elemental planes. While genies could be, and most likely are commonly, connected to such heritages, they are not the only elementals comprising such legacies.
I hope that answered everything in your comment. I love that you feel so inquisitive of everything! I hope you keep looking for the answers for the questions you have about anything at all; not just D&D. Good luck out there!
@@creeperkiller470 uhh reborn and warforged also shorter long rests
Petition to name this the "Bottlelock"
F in chat for the old coffeelock combo
petition signed
and this is probably going to the characters I want to make
Postal Voice: "Would you sign my petition ?"
Yeah sure !
Petition Signed
Petition signed
Honestly sounds really fun. There isn't really enough in 5e to make you feel like an alchemist. The fact that this build only requires a small multiclass dip and just being an elf is a pretty cool work around for a generally ignored subclass. I DM more than I play, so I think I'll give this a shot with an NPC first. Hopefully the party doesn't force them to sleep outside Leomund's Tiny Hut, because last time they did that at an NPC it killed the NPC (wandering monster) and the NPC had a curse that transfers upon death. (The whole point of protecting him in the first place was to deliver him to someone who could fix his curse, but everyone misinterpreted it as lycanthropy in the party.)
You have my signature
Omg I love this
Man sign a contract with the Genie and wished for the full support for his passion
"Let's make a busted build for alchemist artificer"
Step 1. Play genie warlock
Correction: play alchemist artificer with 2 levels in warlock :/
It may be the worst artificer subclass, but it's the 4th best artificer subclass.
What’s the fourth? I thought there were only three in Tasha’s.
@@Giosuke_Giogashikata alchemist, armorer, artillerist, battle smith
How to make a class good:
Step one: Take 2 levels of a better class
Meanwhile everyone takes two levels of Fighter for action surge and literally nothing else
@@peytonibarra8992then they don't know what they are doing.
@@peytonibarra8992I'll take 3 maneuvers are handy 😂
@@peytonibarra8992 Expertise In every weapon is great though.
And shields
@@Gallacantand a fighting style!
I feel the reason Alchemist does so poorly against the other sub-classes, is because potions in D&D aren't always the greatest or widest in variety. I feel if D&D had more potions or had a better system of making potions (and Alchemist was connected to it) it would be a lot better.
It also kinda gets jack shit for potions and def needs to be able to use more in general
Alchemist should have straight up been it's own class. Or have branching options like the armorer or stars druid has.
@@DeadpoolAli yeah. Imagine being able to build a Saboteur Alchemist who prioritizes in making things like explosive bottles to huck at enemies and batches of Greek fire, or an Apothecary Alchemist who specializes in healing and buffing your enemies with capsules filled with potions and strange herbs.
@@aduckwithayoutubechannelYes! Or a Poisoner subclass who mixes deadly poisons and uses them through deceit or by applying it on their weapons.
I love this. As someone that uses Artificers quite a lot, I love this.
A funny combo one of my players is going to have down the line:
5 Levels into Artificer Alchemist for Alchemical Savant to get your Intelligence modifier on specific damage types, 2 Levels into Wizard for Order of Scribes and part of that allows you to transmute your spells into specific damage types that you already know.
Now you can cast spells like Fire Magic missile, or Acid Scorching Ray that have a +4 or +5 to their damage rolls.
Technically if you go 10 into wizard Evocation for a really late spike thats a potential +10 to your evocation spells of certain damage types.
This is.... certainly unique take
It should be called “coffeelock lite”, with the same mechanic abuse you love, without your dm bursting a blood vessel from how obscenely broken it is. (I do like how there are some parts that are more flavoury though)
Sadly it also suffers from coffeelock's biggest problem, Xanathar's change to long rests. Despite the fact that elf only has to sleep for 4 hours they still would have to spend the remaining 4 hours with light activity (which creating potions is not) to finish their long rest (and not suffer a level of exhaustion). Also because of this you'll miss out on the short rests too since you can't short rest during a long rest.
It's a cute little idea, but there is a reason why coffeelocks pivoted to divine soul for that greater restoration.
@@Nuggette I can't find any source stating that an elf has to spend 4 hours of light activity after completing their trance. They need only four hours of 'sleep' to gain all benefits of a long rest. So that still leaves the four other hours the rest of the party sleeps to cook and take short rests, right?
@@vincentvanschoor6135 it's in PHB on page 186:
"A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it."
So the general rule states you have to sleep for at least 6 hours during a long rest. Elf's specific rule of only having to sleep for 4 hour would only modify that and not the whole long rest rule.
@@Nuggette That's just not true, a specific ruling overrules a general ruling.
The Elf's trance clearly states that after having spent four hours meditating/sleeping, whatever you like to call it, it already gains the benefits of a long rest, no caveats attached about what to do with the four hours of time you have saved. The rule about general long rests in the phb needn't be applied anymore.
It says it clear as day in the rules about elf, so it certainly DOES modify the whole long rest rule
@@vincentvanschoor6135 long rest =/= sleep. Warforged don't need to sleep, yet they would still gain a level of exhaustion for not long resting. Therefore elf's sleep rule only makes it so you can do 4 hours of light activity unlike other creatures which only get 2 hours max.
Such a shame that the Alchemist doesn't get an expanded Infusion List just for magic items that are often found in a vial, bottle, or flask form.
Alchemist with one level of Life Cleric is one of the most powerful healing builds in the game. With an Intelligence of 20 by 10th level (Artificer 9/Life 1), your Mass Healing Word restores 16 to 19 hit points.
I homebrewed that after the random roll for the potion, the Alchemsit know how to make one potion, so he doesn't have to roll for it anymore. But if he wants to make another kind of potion, he has to roll for it. Which could result in a potion he already know.
So this is my sleep schedule
I ended up doing this with the artificer in my group i DMd for except he was a warforged so i gave him a portable lab that he could set multiple potions to brew and by the next morning would wake up with 2-4x the usual amounts of potions depending on the rolls. He ended up loving the class and had a huge impact on the underdark campaign thrh inadvertently stumbled into.
man that was a good {LONG REST}
*"I've been up all night making potions"*
It also opens up another avenue of play via Elven Traits augmented by Eldritch Invocations. Just to name a few:
Drow: Darkness + Devil Sight
High: Friends + Mask of Many Faces
Wood: Mask of the Wild + Misty Visions
And don't forget your other tools. Proficiency in Disguise Kit would help bolster the CHA skills in the minimum 13 CHA needed to multiclass. Flash of Genius, no?
Some things which I've included in my Alchemist Artificer that have worked well for me;
1. Get a Homonculus Servant. You won't be able to use your bonus action for much, so being able to extend the range of your Touch spells out to 120 feet is very valuable, especially for a healing inclined class.
2. Mundane trumps magic. You have access to Alchemical Supplies as an innate part of the subclass. This can be the source of much DM aggravation - Counterspell isn't much use against three vials of Alchemists Fire wired to a Powder Horn. Plus, with some negotiation, there's the capacity to make an entire AC Revelations' worth of inventive bombs.
3. Potions for days. This one applies to any Artificer, but thematically works well with the Alchemist. At Level 10, Magic Item Adept allows you to craft a magic item of common or uncommon rarity in a quarter of the time and half the cost. An ordinary individual can craft a bog standard health potion in one working day (defined in Xanathar's Guide as 8 hours) - by level 10 you can crank them out in two hours for less than 13 gold apiece. Even a Greater Healing Potion can be cranked out in 10 hours. With two days effort, you can provide healing to the whole party and not cast a single spell.
This is why my DM allowed me to use the Wizard Subclass Artificer... Much more spellslots, you can control what potions you brew, etc.
The only issue, was that it's UA, and was relatively weak.
Those 2 levels in Warlock will also make them a decent blaster with consistent damage. Take 1 more and they’ll have extra Cantrips.
This is literally what my character Scrapbeard has to do in order to have a decent amount of potions. Save our boy from sleep deprivation 😭
I knew someone that played a rogue in 3.5 and did this with a portable hole and their Alchemist lab to make tons of Tanglewood bags and whatever utility potions/bombs they could.
Something cool about this build is how easy it is to flavour it as a really interesting character
You can also use rest casting for your long rest if you still have spell slots (like for a non-combat heavy day or just if you have a spare)
Weird, but this time there's no "but actually' to say, everything works as described ^^
There's still the issue of applying the potions, which takes an action.
@@saltypork101 Which is a non-issue, since casting a spell to get an equivalent effect would also take an action.
Relying on a potion, or a scroll, is not meant to result in action economy, but in spell slots economy.
@@Sephiroth517 That's fine. I guess I'm just wary of all these folks out here claiming it's too strong. That's pure nonsense. It's very playable, which is better than the alchemist gets on its own. It's very far from broken.
Never been this early and I love that it's my favourite class as well❤
This is just coffee-lock again but with extra steps lol
Funny enough, both involve a heavy use of bottles
So basically a coffee lock alchemist.
the classic warlock short rest abuse
Is it abuse if it's designed to work that way ?
Heh, I did this for a campaign. Although I didn't take the Genie patron. I took the Celestial. (Story reasons) DM loved it, because she thought Alchemist wasn't good, and she loved how I made it busted.
The Alchemist: when the worst option you have is B Tier
The best part of the alchemist is his ability for level 5. This makes him a much stronger caster. Especially if you choose the items correctly (All-purpose tool gives Shillelagh + Green-flame blade)
YES! This build is so cool!
It's definitely not overpowered, because the best elixir has a duration of 1 minute, and they cost an action to apply, so it's still going to be situational and difficult to use. So not OP, but pretty good!
If you want to make it even better, consider the Mark of Shadow Elf from Eberon. By taking just one more level of Warlock, you get to cast Pass Without Trace with your pact slots during the day, ensuring that you almost always have it active. Getting reliable surprise is always great, but allowing everyone to quietly drink an elixir of boldness directly before the surprise round makes it even better.
I’m actually playing an Alchemist in a campaign. We’re at level 11 and the Experimental Elixir is almost a forgotten resource to me. We do have quite a bit of homebrew to do other things, but the times it comes up are actually not enough for me to have this opinion.
Congratulations, you've managed to create a Med Student in dNd
I pretty much just create a bless potion for each party member and call it a day. Multiclassed to Bladesinger last time for an AC of 30+ after Shield - got blasted to 0 within 3 rounds by a kraken's lightning storm legendary actions. DC 24 doesn't give a shit about my +4 dex; & absorb elements can only go so far. Next sesh- probably gonna upcast Flock of Familiars and have them feed my allies potions every round xD more effective HP than mass healing word, & nice bonus effects.
It's neat, but wouldnt work at my table. I do two short rests per day to keep things more tense... Partly because I ran a campaign where 3 players independently chose warlock and if I didn't they would just sit down for a nap all the time.
Trance also lets you take a short rest in 30 minutes, so you could actually pull out 16 potions RAW, meaning this is even better!
Nope, trance only affects long rests.
@@runedoom yeah my bad
Ah yes, coffeelock sans coffee
Wait, it doesn't even have to be a genie lamp anymore now it can be a potion bottle
It could always be something of your choosing
Honestly it may be technically the "worst", but it's still pretty good. That's how good the artificer is : its low tier is another class' A-tier
I always play alchemist, normally because i transferred from 3.5/pathfinder so i want the flavor. However, all the alchemist fratures other than the first one are amazing as a healer
This is just coffeelock from a different angle
Better idea, take one more level and get pact of the tome, and then get the aspect of the moon eldritch invocation, which means you only need 8 hours of light activity to get the effects of long rest
If breaking bad was ran in DnD
Who needs to be an Elf? Who needs to sleep? Just take another level of Warlock to get Pact of the Tome and the Aspect of the Moon invocation, and now you can spend the entire time being a potion making machine.
So, this actually doesn't work, here's why;
While in 2015 a Sage-Compendium advice came out on how the 'long rest' skip works for Elven Trance, this was actually outdated by the new wording on Elves and Elf Subraces that came later. (It stayed in the SAC for reference purposes due to Adventures League, should you use Mordekainen's as your +1 book). Only two pseudo-elf races, the Shadar Kai, and the Eladrin, have that new "You finish a long rest in 4 hours" ability, the regular Elf does not. They'll still need 8 hours of rest, being 2-4 hours of meditation, and the remainder being of any light activity.
Can you do some content for blood hunter, tactic and etc hb/ua classes ? I hope you will give them shot 😊
Lmao, this is the Barista build
Wait is the being an elf the reason why you don’t have to sleep the whole 8 hours?
Elf has to sleep for 4 hours. Depending on the version of the rules your DM takes a liking to that might be all they need, but originally they had to spend 4 hours doing light activity at most also to get a Long Rest. So 4 hours of sleep, 4 hours reading a novel and making breakfast or something.
I decided to multiclass into barbarian so I can cast spells (drink potions) while in combat.
My elf name is Walterus Blanco
The way i do it is that they get one pition a day of their choice but they must gather the ingredients themselves and must probably contain them the better the ingredients the better the potion
Pop sizzle gulp lets gooooo
Now, make a busted Undying Warlock build... perhaps that's easier than the battlerager
The worst of all 4 subclasses.
Now make a good beastmaster Druid.
Honestly, it worked for me to just make Battlerager not need to use the spike armor stats to use the abilities. It’s a perfectly fine subclass if you just make the spiked armor itself cost the armor slot.
Oooo I thought you had a dedicated alchemist class like in pathfinder
I always thought it was really cool but underpowered when you can just play a wizard or sorcerer
I mean, if you have the magical all tools item, I think you don't need the warlock levels
And I thought I had a good idea when I multiclass the thief rogue with the alchemist.
Well you can just multiclass whit wizard, they use same casting (inteligence) have more spellslots and also recover them on short rest
pretty sure the alchemy lab in a bottle isnt possible. the space get purged of any items when you come out
Untill the DM just says no you can't take multiple short rests one after the other like the DMG suggests
How many extra hours could they work if Alchemist could make a potion of Adderall...?
I feel like a lot of people sleep on how good the Alchemist is. Alchemist is one of the most fun healers I've ever played, and that's due in part to having access to the rare Heal + Sanctuary combo. Obviously it doesn't command as much raw power as the Cleric nor does it have the battlefield presence of the Artillerist or the Armorer, but its ability to keep the party safe and healthy should not be slept on.
wait, is that RAW? I'm not sure if expending spell slots post trance counts as light activity for an elf to get a long rest.
What would you do for the score spread? Cause this is going to be a MAD build.
I'm still newer to D&D and learning about it. Can someone please explain to me what being an Elf has to do with anything here? If you're willing to explain that can you maybe also explain how/why you can be a genie too and have your own bottle but yet some how it can't be taken by someone who would use it against you to make you do stuff for them? Also why not just make a character who's half Elf and half genie because why aren't genie's their own race and not class in this? What do you have to do to get genie as a classification?
So wait budget coffeloc? The sorcerer warlock multi class for near infinite spells slots?
Budget coffee lock is a tealock, where you make an elf sorlock and get up early to make a few extra sorcery points. This is kind of like that, in that you use your extra elf-morning productively with pact slots.
I call this the bartender. Artificer 3 Sorcerer 6 Warlock 11 gets 30+1 elixirs per long rest. Hello +20 AC and +10d4 to all saves and attack rolls
i mean you can really only do 2 short rests within 4 hours because they take an hour each. and i doubt your dm would let you just say that the potion is created instantly after a short rest. unless its an action to create a spell slot potion. then you could bang out 4 short rests to make 8 potions.
It's an Action so it's would be technically 4 hours and 48 seconds. I think your party can wait the the few extra seconds for you to regain your warlock spells.
I feel like most DMs would not allow a short rest DURING a long rest??
The idea is to take a long rest, spend the spell slots, take a short rest and repeat. Like, wouldn't it take some time to make the potions (1 hour probably), and the short rest has a time too (1hour maybe). So you can do it twice before everyone finished a long rest and you start your day.
And you are not giving anything to gain something.
Why not better talk to the Dm to allow you to craft the potions within good boundaries of the game for the day. Like prepared spells
Super debatable at best. They've wanked around with how the Trance ability works, but originally it was that you could spend 4 hours asleep and then 4 hours doing light duty to complete a long rest. It wasn't that 4 hours WAS a long rest on its own. This kind of crap is exactly why it should stay that way. Its to carve ducks, keep watch, and maybe update your wizard tome because you don't have time during the adventuring day to do it. If a warforged takes 6 hours good luck explaining why an elf takes 4.
Screw the mechanics, i'm in only for the lab in a bottle!
Doesn't a Warforge have the same ability as the Elf as in it doesn't need sleep
In what aspect is the Alchemist Artificer weaker than the others?
8 low grade potions is busted for an artificer? wow... 5e really did warcrimes to the Artificer.
Already did that and was forced to retire the character by the dm. Don't know why.
What a dumb dm
They must just really like shitting on alchemist. You spoiled their fun by making it playable.
Why do we need 2 levels of warlock? It seems like we get everything we need from just 1
only half as many potions i think
@kingofspaids1 yeah, after checking it looks like Warlocks don't get a 2nd spell slot till level 2. I've played Warlocks a grand total of like 3 sessions, so I don't have all too much knowledge on that stuff, lol
I dare ya, try to make a good Beast master Ranger (the subclass from players handbook, not the good one):D
You are good at it, I’m sure ya can🫠
I thought elves didn't sleep in DnD? Was there a rule change?
Being Genie can't you get the benefit of a short rest in 10 minutes inside your vessel? Doesn’t that mean you could have even more potions?
Is It necessary to choose the genie subclass? Would any other not work?
The lab in a bottle part is from the genie subclass
This is hilarious
0:36 Source for the image?
Ah, of course. The way to fix a shitty class is to level up in a completely different class
Its not a week subclass, You only think it is a week subclass because you are looking at a suport character bye themselves. The amount of buffs and damage you can deal is astounding.
I know how to make the Alchemist even better in one little change at Third Level.
Just Give Them The Ability To Make Bombs!
Smoke Bombs, Cherry Bombs, Stink Bombs, Ice, Fire, Poison, Radiant, Necrotic, Timed Delayed, and Remote Controlled Bombs!
Hell why not at Level 18-20 you give them the ability to craft Nuclear Bombs?
I mean they made an actual Chemistry Class and they Didn't Give Them The Ability To Make Kaboom, Where Is The Earth Shattering Kabooms?!
Thanks.
Okay, nope, can't ignore it, I'm so peeved by how Artificer is being pronounced-
The f is supposed to go with the -ic, not the ti-.
Ar-tih-fis-ur. We don't say ar-tif-ish-al, it's ar-ti-fish-al.
Need catnap ❤
Since when is alchemist the worst artificer? 1d4+10 healing word, 2d4+2d6+10 healing potions for a lvl 1 spell slot.
They are not offense monsters, but one of the best supports and can double with 14 Dex alone as a solid defensive block of health and AC.
This doesn't work. Trance lets you meditate for 4 hours during a long rest, yes. But "A long rest is a period of extended downtime, at least 8 hours long" so you have not yet finished your long rest.
It's arguable whether creating potions is a "light activity" or not, and whether it would interrupt a long rest. But "Any elixir you create with this feature lasts until it is drunk or until the end of your next long rest." Which means you sleep for 4 hours, make a few potions, rest for an hour, make more potions, rest an hour, make more potions, rest another hour, make more potions, rest another hour, and then all of your potions disappear because you just finished your long rest. Or you interrupted it from making potions and didn't get a long rest at all.