Watch This Before You Play Alchemist | Tasha's Cauldron of Everything Artificer Subclass
HTML-код
- Опубликовано: 11 сен 2024
- The Alchemist Artificer Subclass is from Tasha's Cauldron of Everything and in this video you can see all the changes, new abilities and how to play the Alchemist the most min-maxed optimal way.
"An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace."
Buy me a coffee: ko-fi.com/rich...
Twitter: / richmerry0
Patreon: / richmerry
Subscribe: / @richmerry
Discord: / discord
Full Tasha's Cauldron of Everything Subclass Guide • What Are The New Subcl...
If you would like to order one of the Dungeons & Dragons books then use my Affiliate Link to help out the channel.
Players Handbook: amzn.to/3sE8AH6
Candlekeep Mysteries: amzn.to/3nWB6jV
Tasha's Cauldron of Everything: amzn.to/2LIu5WO
Second Channel
How to start a RUclips channel: • Video
Watch this before you make your first video: • Video
How I make my thumbnails: • Video
I don't care weather or not alchemist is considered good or not, I just really want to use potions, AND have personal benefit of being a healer.
"Here's a damage spell. It helps you deal damage. Here's a healing spell. Good for a healer."
Thx
I have played an alchemist that was a candy maker and another that was a perfumer. I dipped Life Cleric for the first one but could go warlock too for the vending machine aspect. The perfumer dipped enchantment wizard for the extra slots and arcane recovery.
if you are playing an Alchemist then it would do you well to get access to “Xanathar’s guide to everything” instead of Pathfinder (mostly because it is a different game). XGTE covers the creation of items as well as alchemist Supplies. It also is useful as it covers other tools you may need. Some of this is also in the Dungeon Master’s guide - though I prefer Xanathar. If you want more then certainly go to the DM’s Guild and you will find more there.
Also I recommend that as a species/race is concerned any does well though a Int is helpful the new rules on Race in the beginning of Tasha’s makes this a moot point. Sans this any species with a Int bonus (for Mechanical reasons) or poison resistances (For RP reasons) work well. Obvious choices before modifications include (not limited to) high elves, tieflings and gnomes from the players handbook.
Also, while you start with the Alchemist supplies other tools are also useful. As you are the flexible support “guy”. I recommend the Poisnoner’s Kit +/ herbalism Kit, and then cook’s utensils and Brewer’s kits. Thought tinkers tools and thieve tools are not ill advised in any event.
As far as skills I recommend that you do get survival, Medical or Nature. Also consider trying to get investigation as well as all tend to show up in that you are likely to do.
As far as feats are concerned you really don’t need War caster as most of your likely concentration spells are pretty hard to get rid of and usually your using potions to get a lot of good things to happen. I recommend getting Magic initiate or if you want to be consistent artificer Initiate as you have far to little cantrips and you will fine you will need more. Also, you are a half caster so you will feel far better with more spells to deal with things. Also the Gunner Feat will provide you much in the way of help for using firearms. If the DM dislikes firearms then do try crossbows. (Life clerics have heavy armor for a reason).
Lastly, when you are in the game - you are the the hero with the utility belt. The mcguyver of fantasy so you may need to always think your way around things and find ways to make your desired result happen.
One of my players is an alchemist who is a chef, and all of his potions are mixed in with in with his famous mayonnaise, and he slings mayo at folks infused with spells.
Nice, I came to this video because I wanted to make an alchemist chef as well. A french type arrogant chef who thinks he makes the best potions in the world (but most are just weird gimmicks). Love the mayonnaise idea to give your character a personal flavor!
The poison feat is good allowing to add poison on to a weapon as a bonus action is very helpful. I also find magic adapt feat good for getting the find familar spell with a couple of cantrips that you can't get in your normal spell list.
Adding find familiar to any class automatically makes them better, it’s just such a game changing spell.
@@RichMerry That's what the homunculus infusion is for, and it's just better.
@@stephhanley3167 if you didn't have to use one of your few infusions
Does adding poison to a your weapon make sense? I don't know how this works in dnd but I thought alchemists have to have alchemy tools equipped to cast their spells, which wouldn't allow them to equip a weapon at the same time?
Yay, I'm currently playing an alchemist!
Lue DeClankly: Alchemist warforged
Designed and built to be the world's finest... bartender! Their armor chiseled and shaped to appear like a well tailored suit, a statuesque face. Unfortunately they were built by a team of goblin tinkerers who focused on function over... decorum. Their alcohol tap is in their nose and their soda water/cocktail ingredients shoot from a spout on their trigger finger. So the resulting cocktail may well be delicious and boozy, but the process to make it causes everyone to turn down the drinks offered. Deemed a failure they must now seek their future in helping a small village that has been ransacked. Always looking forlornly at each tavern and wishing to have one themselves someday.
Thats a very creative character! I can only imagine how fun it would be to role play that. Im also playing an alchemist currently. A firbolg by the name of Hoot. They always wear a white owl shaped mask over their face and sport a patch worked trench coat. They were a hustler on the streets of targos in icewind dale. A very respectful fellow that would sell his potions for cheap gold for those he could persuade to make a purchase. While he is friendly Hoot runs off of self preservation, traveling throughout the ten towns he's done what he had to in order to survive. Basically a good character brought to unsavory acts due to a bad situation. Im running him as a utility rogue of sorts.
welp, im stealing that idea
I think probably the better combinations for this subclass would be either tiefling due to their variety and internal Constitution for more resistances or hill dwarf with the feat dwarven fortitude for more Health + when you take the dodge action you can roll a hit die
Alright I've made a hill dwarf artificer Alchemist he'll have the chef feat and all the potions he'll make will be different types of brews (also I'm flavoring Tasha's Caustic Brew as alcohol poisoning so I can defeat enemies who can't hold their liquor)
I like how candid you are with the “let me check my notes” and stuff. Makes the work feel really genuine.
Your voice is easy to listen to as you explain things. Subbed.
Thanks, that’s very nice of you to say. The goal with the videos is to make something that is welcoming to new players and explain in clear detail and with text.
Thank you so much Rich for this insightful glimpse into alchemists as a class!
People overlook the Alchemist because it has the least amount of damage thinking that that's the only thing a class/subclass is good for. No on both accounts.
>>The level 1 feature, in my opinion, works a lot better with the Spell Points system (look at the DMG), as you don't waste higher level spell slots for more Elixirs
>>The whole point behind the level 5 feature is so that it can still keep up good damage (but not GREAT) as to not be too outshined by its counterparts.
>>Considering how many more enemies have negative ailments (both small and large), having 5 free casts of Lesser Restoration a day is GOLDEN. In addition, your healing elixir will go from 2D4+5 (an average of 10) health to what is effectively 2D4+2D8+10 (an average of 24) health. That's almost 2 & a half times more effective than before.
>>At level 15, all Artificers will still be using level 4 spell slots (effectively a level 8 full caster) & yet the Alchemist will be able to cast a level 5 AND a level 6 spell for free and WITHOUT the need of a 500GP diamond. As extra fluff, the Poison & Acid resistance is great if you didn't already have resistance to it & immunity from the poisoned condition (as opposed to just advantage on saves like other classes/sub-classes/races provide) is great.
My personal build on an Alchemist Artificer started off at level 8 & was a pseudo-Nemesis type character from Resident Evil. He ends at 21/14/20/20/10/8 with 243 average HP & 20+ AC. His artifacts are a Belt of Hill Giant Strength (instead of an actual belt it's a harness of tight tubes, vials & wires pumping mutagen steroids in his system), Improved Arcane Focus (the DM allows it to turn into a +3 at level 17 & THEMATICALLY functions as a portable alchemist tank & chemical launcher, akin to a flamethrower-bazooka hybrid), Ring of Free Action (to reinforce the idea of a large, imposing creature endlessly marching straight at you), Resistant Armor (Might as well add even MORE resistances to the mix), Boots of Speed (repeating what I mentioned with the Ring of Free Action), Cloak of Protection, Ring of Protection (loot, not an infusion) & a Homologous Servant. This lead me to having 11/8/17/17/6/5 on all of my saving throws which is a BLAST. The DM gives everyone a free non-half feet at level one but it has to be greenlit & you have to use an ASI at for instead of another feat. I picked Magic Initiate: Druid for Goodberry, Primal Savagery & Thorn Whip.
This video was super helpful! Hoping you do an artillerist video soon!
Good idea, I might make the other two artificer subclasses next!
I like to use gaseous form to suffocate enemies by staying in their space for the duration of the spell
I’ve seen people do similar things with the circle of the spores Druid as well, it’s pretty sneaky.
The spell does not and is not an attack. Basically you become fog and your movement speed is 10’ fly. You also can’t attack (or no choking). But even so your dwarf( walking speed 25), human(30) or wood elf (35) can walk out of the cloud. But hey I am happy that you and your table enjoyed the spell and your game - this is just a heads up about the spell you referenced.
@@leodouskyron5671 Thanks for the heads up, although it's ultimately up to the dm, I'll remember that next time!
Reagents are pronounced differently from regents.
[Re-agents] are chemicals that react with each other.
Regents are supervisors, guardians, and mentors of a very young royal heir until that heir comes of age and is ready to take charge.
Thank you for the tip, I didn’t know that. (Just don’t look up how I pronounced Gensai on my genie warlock video)
Awesome content dude! I am going to use rock gnome To try and create Jinx from the show arcane. Can't wait to tie explosives to my clockwork toys and send them into combat!
Needs More Bombs!
Any real Alchemist knows exactly what to mix to make things Burn, Smoke, and Go BOOM!
So I say this subclass Needs Bombs!
Current Alchemist is a Baker, as in I’m really good at making bread.
She also took the Chef Feat, for even more healing support, and working as one of the two tanks.
Gretel Denton, the Goblin Baker.
Been a really fun character.
Was allowed to reflavor quite a few of my spells, but for the most part been a ranger combat character
Roleplay wise, I love being a scout healer and using the random potions of the day to have some fun roleplay movements
All the other Artificer Subclass Guides Playlist: ruclips.net/p/PLcJxbxz7P6i3HYeUp9oJw6u3BPi1KddUh
I'm currently designing my own Dungeons & Dragons compatible subclass book, check out the behind the scenes video: ruclips.net/video/AMvQNtJZM9w/видео.html
Check out some of my other subclass reviews in this playlist ruclips.net/p/PLcJxbxz7P6i3sM5I2igJJTH1D7RivAto4
Hey Look! It's Rich!
First and yay i love chemistry
When you think about it a wizard is just an alchemist that hasn’t written down his research notes yet.
@@RichMerry i play a nice aritficer gnome mark of scribe armorer but in ebberon homebrew setting the story is based on ebberon history to but ecery thing is made up depending on where we go
dip 2 levels into scribe and then you can change any of your spells so they trigger alchemical savant
Pretty Interesting. I want to play a Grung Alchemist that makes gels or lotions intead of potions, so it can override its water needs. And then make it a poisoner
Long Range fighter, Arcane Archer, learning alchemy & a new alchemy jug. Looks like Alchemy here I come! I’m going to have fun!
I am also in the minority with you that I think the Alchemist is simply fantastic! Forget damage, leave that to the mouth-breathers, I will take the versatility of the Alchemist any day of the week and twice on Sundays!
Great video! Very straightforward and useful
While I love the flavor of this subclass, I don't like the inherent randomness of the primary ability. It's like wild magic surges. Yes, I know many of the surges' effects are beneficial or neutral, but I don't like the uncertainty of not knowing what may happen when I cast a spell. Same goes for here. Making a potion every morning that has a random effect is unreliable. Unless I am reading it wrong, you don't know what the potion is until you use it. If you know what it is when you make it, that's better, but still situational. How you read it? Mystery potion or just random potion that you know what it is?
You do know what it is after all it’s not your DM rolling on the table it’s you the player so you always see what the result is and can play accordingly. And this is more reliable than wild magic surges because it’s only 6 options all of which have varying degrees of usefulness but all useful none the less and you can expend further spell slots to make more which once your level 9 isn’t a bad idea since it gives temporary hit points regardless of the potion type.
hey I'm late to the party here, but I'm making a Harengon Artificer/Alchemist - all this information was very helpful, so thank you very much sir!
lovely video
These videos are great, Rich. Thank you so much!
Your welcome, I hope they are helpful for you.
So folks remember to take 2 levels of warlock for 2 extra elixirs per short rest
can u explain?
@@sewi9530 2 levels of warlock = to first level slots that refresh per short rest so you can expand them for elixirs since it just says spell slots to make new ones
@@THEdeadlynightshade1646 thanks
@@sewi9530 np sorry I wasn't more clear 😂
Love the content!!!
Really cool video! I just send this to one of my players cause he is making a Alchemist, I'm sure he is going to find this helpful.
Has your friend already committed to artificer? Because I have a really cool herbalist ranger subclass that I could send you.
@@RichMerry he pretty much committed completely, but ngl, i'd love to play an herbalist Ranger.
@@snappingshrimp235 check out my ko-fi for the free subclasses, there are still 2 copies left in the limited giveaway. ko-fi.com/s/bfca212119
Is it just me or is the video cutting from the background to the races section immediatley? It WAS fine but then it started playing audio in the previous section while it plays the next section, for example, when he started talking about the backgrounds, the video cuts to the races section. Is there a way to fix this or is it like this forever?
Quick tip: when you talk, you sound tired. Use more energy in your voice, and it will be easier to pay attention. What you are saying is helpful and interesting, however a lively tone can vastly improve the listening experience
Played one in a One Piece based game. Coffee powered cyborg. Good times.
I think alchemist has a lot of weird issues, almost as though it wasn't completely thought through
for instance, experimental elixer doesn't benefit from the alchemical savant. already we see healing elixers falling off and being outclassed by cure wounds.
homonculus servant can no longer administer potions like it could in the UA, even though providing support from range is it's primary function.
RAW alchemical supplies, your spellcasting focus, can't benefit from the artificer infusion to create a +1 focus. despite alchemist being the artificer that most relies on casting.
I never wanted to play alchemist to deal damage, I want to support my team with potions. I just don't think alchemist works very well for this. and more than that I feel like it has very little to do with potioncraft. If I had lots of fun potions to use and brew I would feel better about it being weak, but after level 3 it just gives you a few free casts of common support spells and nothing to do with your bonus action.
im still playing it in a campaign though.
@@HyperShadic0 raw in Tashas states that the item needs to be a rod, staff, or wand
Your right Cure wounds gets better at healing than healing elixir at 5th-8th level but once the 9th level subclass feature goes online it’s the best healing use of your first level spell slots since it also grants temporary hp at that point.
Ive heard it argued that, per raw, one might be able to convince a dm that alchemical supplies could be an enhanced focused since its mentioned it contains a glass stirring rod.
Could I be a Goblin Alchemist? Or would the low intelligence and low hit points of a goblin be a bad choice for an alchemist?
If you are using the Tasha’s rules then you could have a high int bonus instead of the natural dex bonus they received. Goblins would get the same Hit points as any other character. The HP is tied to class.
@@RichMerry What about a Goblin Cleric. I feel like that would be funny, and might make playing a cleric not so over-powered.
I see a spellcaster/artificer being really overpowered
I have seen a lot of people making optimised spellcasters with 1 level in artificer and the rest in wizard recently, so you may be right.
Dps and survivalbility yes plz +healing
I was disappointed with the alchemist. It should have been much more versatile and should have focused more on actually making potions. If you want to see how an alchemist should be read the light novel unfairly fired from the healers guild. The MC is an alchemist who becomes an adventurer using alchemy. He uses potions for buffs, debuffs, healing and weapons. Everything from strength potions to adhesive potions to root enemies, to poison gas, and explosives. It was the same problem the scribe artificer UA and later the scribe wizard has(though I actually really like the scribe wizard I just think it should probably be called something else). A scribe should have focused more on making spell scrolls. Perhaps a system similar to spell slots for the kinds and amounts of scrolls/potions they could carry at one time. Though that would be more of a new class than a subclass. Though that might work better for scribe and alchemist since they don't actually fit neatly into the other classes as a subclass.
I totally agree with you, the alchemist was a bit lackluster. That's why I tried to make a better version with the herbalist ranger. It has a lot more versitility and lets you decide what type of potions to make.
@@RichMerry I will probably just Homebrew it and a version of the scribe. Well first I will check out the alchemist class in the spire of secrets book (and unofficial end expansion). But yeah the alchemist should have never been made a subclass of artificer. An artificer makes magical artifacts. Magic weapons, magic armor, and magic items. The alchemist should focus on alchemy(magical chemistry). He should be the guy who walks into a fight with the magical versions of white phosphorus, moleculer acid, nitroglycerin, and mustard gas on his belt and maybe a vial of flesh eating bacteria just in case
That good really? Your only a half caster though wouldn't a cleric get a lot more mileage for healing? Plus wisdom is the stat tied to the healing skill not intelligence. They just seem subpar to me compared to the other subclasses.
All Alchemist abilities are tied to intelligence and spells that do healing that gets stat bonuses specify spell casting ability modifier so it is also benefits from intelligence as long as it’s a artificer spell.
its not gensai, its genasi, and thats not a genasi, thats a tiefling lmao
Since one of the few folks I'd seen who like alchemist... how would you build or play them?
RP wise I always like the idea of an inventor or scientist. You get to use the Intelligence stat a lot so maybe someone that got kicked out of wizard school, a tribal Orcish inventor or even an old elf that likes to drink a little too much. Mechanically I would go with sticking to a support class at early levels, staying back and launching cantrips in combat and using your infusions to buff the rogues damage or defence of the fighter. beause the potions are random at lower levels its the luck of the draw, but multiclassing for more spell slots might be a good idea, dipping into wizard for a level or 2.
@@RichMerry RP is pretty easy.
Mechanics are a bit weirder..
So far War Wizard 2 feels awesome-you get a lot from it, and the reaction ability really feels like great fluffing for alchemy. and you can't cast leveled spells that often anyway.
I ultimately ended up with Genie Warlock 1 (maybe 2 or 3 someday). I love that I have a portable mobile labratory now. And the Bashing damage helps up the damage a bit.
Plus with Crusher Feat you get a little combat control
I played My Alchemist as a young Half elf Witch type. in battle she was a chaotic battlefield controller, Buffed the party, and made custom enchanted items for the party.
Carried a small portable cauldron to mix potions in.
Super Fun!
One race yuanti
Monotone...putting me to sleep.
Jander imprisoned and tortured in Avernus🤩😋🙃