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Great vid. Wish the alchemist went a little deeper with the types of potions. I love a little randomness, and the idea of a sort of wild magic table for potions would be cool.
If you want a more in-depth crack at potion making, I'd recommend checking out Grom's Guide to Potion Brewing. Just swap out Herbalist's kit with Alchemy tools and I think it works really well for the Alchemist.
I use the homebrew rule that a character can drink a potion as a Bonus Action, but if they do it within melee range of an opponent it incurs a Attack of Opportunity. To pour a potion down the throat of another character (whether they are conscious or not) takes a full action. 🧪
Kian Barbieri That’s interesting. So, for example, if a character used their Action to Dodge or Disengage then they could also take a potion as a Bonus Action?
@@ComradeVenus Interesting.For my games, elixirs and potions are separate. Elixirs become a bonus action and potions stay an action, however, I also make it so that potions don't need to roll damage/heal dice and instead take the max. Fixing abilities, mechanics, racial traits, feats etc. by making them a bonus action is a such an overly used approach, and I always try to find an alternative, because I feel it makes it more interesting. For instance, in this case I've made it so that now you're absolutely guaranteed to get great value out of the potion, but it's still going to cost you the action for the turn. Meaning that you have to now make the choice of casting a spell, making an attack, readying an action, hiding, dodging, searching etc. and makes it feel like it still means something to use it instead of it just being like "Oh and I use my bonus action to drink a healing potion", I know that seems like a strawman argument, but it's true. Most of the time when something like this is made a bonus action, it's basically just used as a tool for the min maxers and munchkins to get the most value out of their turns, and that's not always the case of course, but the fact is that there's no reason imo for something as easily accessible to anyone as a potion to be used as an action. That's my opinion on almost all non-class specific items and abilities. (Although if there's anything that you think combats this stance heavily, please let me know as I'm always open to changing my mind) "Why make elixirs a bonus action then?" You may ask. Well it's simple, as many have stated, the Alchemist feels a little held back by not having some form of bonus action usage; both the Battle Smith & Artillerist have reliable uses for their bonus actions and their subclass abilities aren't as limited as the Alchemist. The subclass does somewhat make up for it in later levels making your potions and spells even better, but since you're only a half caster & choosing elixirs costs spell slots, these abilities are still going to feel limited. In this rare case, I feel having elixirs be used as a bonus action is the best possible solution without major changes, and keeps the Alchemist in line with the other subclasses.
I think a better one would be if you use your action to use and item such as a potion, you are allowed to dodge or disengage as well. That way you can use potions in a bad situation but you can't chug them while swinging widely or blasting off spells.
Looking forward to playing this class and your videos have been pretty informative so far. I'm leaning towards Artillerist as my first subclass to roll with in an upcoming campaign.
Great video! You guys should definitely invest in some condenser mics, can be super useful for videos or if you guys decide to do podcasts. Great for content creators and really ups production quality
Although I agree alchemist isn’t the best subclass mechanics wise, one of my favorite characters ever was my dwarf alchemist with the criminal background, who I played as a sort of Walter White
Also with mounted combatant feat and sanctuary cast on self you get a weird interaction (possible with every class technically but artificers have a built in mount and sanctuary so easier to do)
It should be pointed out that while it takes an action to make a specific elixir, an alchemist would likely craft their elixirs prior to a fight since they last until their next long rest. So between that and hopefully getting good freebies, an alchemist should never be crafting an elixir during a battle. Also on top of that there is the warlock multiclass cheese of using short rests to craft even more elixirs to further guarantee an alchemist is doing something else during an encounter.
Let's not miss the fact that a theme for the whole class, which the Alchemist magnifies, is to be able to offload concentration. These small buffs can mimic low level concentration buffs, but don't require concentration. The fact that they can be handed out before a fight makes gives them an action economy boost as well.
They still require an action to use and most of them still aren't very useful. They are very circumstantial and have a short duration. They also have the problem of action economy.
@@chubby82 not really. I mean, if you think about them as the concentration buffs or heal spells they replace, they don't consume any more action economy. What they DO, is offload the concentration. But someone has to burn the economy at some point... better to let the person benefiting decide if it's worth it, and let the caster concentrate (literally) on something else.
If you multiclass with 3 levels of third rogue, you can use your elixirs as a bonus action. Take the Healer feat and become a complete combat medic by healing and buffing with a healing kit or elixirs as a bonus action while casting a spell or sneak attacking as your action.
Make a bunch of acid vials during your downtime, tie it up in bundles of 5, get a teammate to use Hold Person/Hold Monster then launch it at the enemy for 10D6 damage (technically 20D6 for a crit)
I think one of the benefits of the small buffs is not only it doesn't require concentration but also doesn't say you can't stack these effects together so there nothing stopping the Alchemist from giving the fighter boldness (d4) and resilience (+1ac) or alot of ac buffs lol, I think the benefits of this subclass is preparation before a fight which is a double edge sword as well as it using your spell slots alot
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Graphic overlays please. It's much easier to follow what you're talking about if we can read it too. You're putting in the titles which is great, now let's see the descriptions please. That and grab some mics like another comment said. Thanks. Looking forward to watching more of your content!
We have the Forge Domain Cleric coming out today and we have a new Mic and are trying out some overlays for the more complex abilities :) Thanks for watching!
@@URGE great vid guys. I thought drinking a potion required an action for any class though? I can see some DM's homebrewing them taking a bonus action instead, but usually it's been only an action right?
@@URGE You also forgot to mention that experimental potion doesn't scale with higher spell slot and that most of their higher damage spells are going to be either resistant or immune because fire and poison are some of the most common things out there.
@@joshualandrum4346 Unfortunately the thief 'fast hands' doesn't work with potions. They count as 'use a magic item' according to the DMG and sage advice.
it basically screams the need to take warlock 1. Just so you can actually use class features. At level 3 (and really most levels) you can't give your elixirs our to your group to get over that 50ft gap-because you probably don't have 4 slots to do that. and if you did.. well thats it you're done for the day outside of cantrips. It just needs a bit more really. Sure at lv 11 you get the Intx2 one spell-which helps. But up to that point all your stuff is focused on those elixir, and they're 1 use 1 per slot. Where as the artlirist gets 1 hr (or less if it dies-but then its taking attacks for you).1:1 is just too rough when you're a half caster who never gets more than 4 lv 1 spells. They directly compete with something like Healing word. I wish you could make them as a bonus action.. that'd been nice. ALSO. just.. not enough slots to actually use the elixir... It needed some smaller pool of short rest elixir recreation. like at least the random ones per short rest.
Do 1 level Cleric (Life), 3-4 Levels Druid (Shepard), Rest is Alchemist Artificer. You get bonus from Life cleric bonus on Druid spell Healing Spirit (This can heal whole party at end of battle) and you have all the freebies from Artificer.
The title says Alchemist Artificer so its a build using that subclass. Yes if you want a healer you would not normally use the alchemist. The whole Artificer class is spread a bit too thin and there are classes that do a way better job.
The build doesn't do anything to make the class better. No point in doing it. Take a level of fight and get a great weapon with booming blade and go to town with that. That actually makes the subclass better.
When you use a spell slot, it is an action as described in the rules: "You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table." Thanks for watching!
Why would I want to make the elixirs better? Um, because their action economy make them really bad. The alchemist has issues on being effective in combat. The best thing they can do is heal, and there are other classes that are way better. It's not a good buffer or debuffer, can't do battlefield control real way, and and its damage is just out right garbage. Finding ways to make it more useful in combat would be nice.
Well now that time has passed I can say the alchemist has a number of issues. 1. The alchemist should not be part of the artificer class. An artificer makes magical artifacts (magic armor, magic weapons, and magic items) an alchemist makes potions...it's like saying a chemist is the subclass of computer technician. 2. An alchemist should should not be just a healer. An alchemist is basically a master of magical chemistry. He is they guy who should have strength, dex potions, and healing potions in his pocket, and the magic versions of white phosphorus, moleculer acid, nitroglycerin, and mustard gas on his belt. And probably a vial of flesh eating bacteria somewhere in case of an emergency. While less powerful an alchemist should be roughly as versatile as a wizard. An alchemist should only be limited by the ingredients, time, skill, and equipment needed to make a potion (and by how many potions he can physically carry) And finally 3 the class should have focused less on spells and more on potions (though I could say the whole artificer class, except the armorer, focuses too much on spells). Potions should have been the main skill, and weapon...not a side hustle.
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Great vid. Wish the alchemist went a little deeper with the types of potions. I love a little randomness, and the idea of a sort of wild magic table for potions would be cool.
Wish the potions were more useful.
Can't elixirs be combined the way potions can?
If you want a more in-depth crack at potion making, I'd recommend checking out Grom's Guide to Potion Brewing. Just swap out Herbalist's kit with Alchemy tools and I think it works really well for the Alchemist.
@@jr.jackrabbit10 Have you tried Kingsmill Materia Medica?
Like the old efficacy tables... When mixing potions in the old dnd.
I use the homebrew rule that a character can drink a potion as a Bonus Action, but if they do it within melee range of an opponent it incurs a Attack of Opportunity. To pour a potion down the throat of another character (whether they are conscious or not) takes a full action. 🧪
I allow potions as a bonus action as long as they don't take the attack action or cast a spell that deals damage.
Kian Barbieri That’s interesting. So, for example, if a character used their Action to Dodge or Disengage then they could also take a potion as a Bonus Action?
@@ComradeVenus Interesting.For my games, elixirs and potions are separate. Elixirs become a bonus action and potions stay an action, however, I also make it so that potions don't need to roll damage/heal dice and instead take the max.
Fixing abilities, mechanics, racial traits, feats etc. by making them a bonus action is a such an overly used approach, and I always try to find an alternative, because I feel it makes it more interesting. For instance, in this case I've made it so that now you're absolutely guaranteed to get great value out of the potion, but it's still going to cost you the action for the turn. Meaning that you have to now make the choice of casting a spell, making an attack, readying an action, hiding, dodging, searching etc. and makes it feel like it still means something to use it instead of it just being like "Oh and I use my bonus action to drink a healing potion", I know that seems like a strawman argument, but it's true. Most of the time when something like this is made a bonus action, it's basically just used as a tool for the min maxers and munchkins to get the most value out of their turns, and that's not always the case of course, but the fact is that there's no reason imo for something as easily accessible to anyone as a potion to be used as an action. That's my opinion on almost all non-class specific items and abilities. (Although if there's anything that you think combats this stance heavily, please let me know as I'm always open to changing my mind)
"Why make elixirs a bonus action then?" You may ask. Well it's simple, as many have stated, the Alchemist feels a little held back by not having some form of bonus action usage; both the Battle Smith & Artillerist have reliable uses for their bonus actions and their subclass abilities aren't as limited as the Alchemist. The subclass does somewhat make up for it in later levels making your potions and spells even better, but since you're only a half caster & choosing elixirs costs spell slots, these abilities are still going to feel limited. In this rare case, I feel having elixirs be used as a bonus action is the best possible solution without major changes, and keeps the Alchemist in line with the other subclasses.
I think a better one would be if you use your action to use and item such as a potion, you are allowed to dodge or disengage as well. That way you can use potions in a bad situation but you can't chug them while swinging widely or blasting off spells.
Fredrik Dunge: I like that, it paints a funny image too!
Nice to see a really positive read on the Alchemist, everyone else tends to hate it without really getting the stuff you've mentioned here.
Yes the ability to change any potion into an ointment would be an excellent feat for this subclass
I'm planning to make an Alchemist in a campaign soon, and found this video to be really helpful and inspiring! Now I want to play one even more :D
Looking forward to playing this class and your videos have been pretty informative so far. I'm leaning towards Artillerist as my first subclass to roll with in an upcoming campaign.
Great video! You guys should definitely invest in some condenser mics, can be super useful for videos or if you guys decide to do podcasts. Great for content creators and really ups production quality
we are working on upgrading recording equipment soon :) thanks for watching!
Take 2 lvls Warlock (celestial) for another 2 pact magic spell slots, and Invocations, Hex etc.
Make your charisma you main stat and use eldritch blast for damage as well
Although I agree alchemist isn’t the best subclass mechanics wise, one of my favorite characters ever was my dwarf alchemist with the criminal background, who I played as a sort of Walter White
The cool thing about if you go for the Battle Smith is that as a small race you can essentially make your own mount - good for ‘jousting’
Multiclass into Cavalier fighter and let the fun begin! 😎
Also with mounted combatant feat and sanctuary cast on self you get a weird interaction (possible with every class technically but artificers have a built in mount and sanctuary so easier to do)
Sir Didymus!
It should be pointed out that while it takes an action to make a specific elixir, an alchemist would likely craft their elixirs prior to a fight since they last until their next long rest. So between that and hopefully getting good freebies, an alchemist should never be crafting an elixir during a battle.
Also on top of that there is the warlock multiclass cheese of using short rests to craft even more elixirs to further guarantee an alchemist is doing something else during an encounter.
Being prepared is the best way for sure, but as we all know, D&D rarely goes according to plan! xD Thanks for watching!
Let's not miss the fact that a theme for the whole class, which the Alchemist magnifies, is to be able to offload concentration. These small buffs can mimic low level concentration buffs, but don't require concentration. The fact that they can be handed out before a fight makes gives them an action economy boost as well.
They still require an action to use and most of them still aren't very useful. They are very circumstantial and have a short duration. They also have the problem of action economy.
@@chubby82 not really. I mean, if you think about them as the concentration buffs or heal spells they replace, they don't consume any more action economy. What they DO, is offload the concentration. But someone has to burn the economy at some point... better to let the person benefiting decide if it's worth it, and let the caster concentrate (literally) on something else.
You could use healing word instead of a potion and save action economy
If you multiclass with 3 levels of third rogue, you can use your elixirs as a bonus action. Take the Healer feat and become a complete combat medic by healing and buffing with a healing kit or elixirs as a bonus action while casting a spell or sneak attacking as your action.
You still can't use them on other people unless they are unconscious.
Make a bunch of acid vials during your downtime, tie it up in bundles of 5, get a teammate to use Hold Person/Hold Monster then launch it at the enemy for 10D6 damage (technically 20D6 for a crit)
I think one of the benefits of the small buffs is not only it doesn't require concentration but also doesn't say you can't stack these effects together so there nothing stopping the Alchemist from giving the fighter boldness (d4) and resilience (+1ac) or alot of ac buffs lol, I think the benefits of this subclass is preparation before a fight which is a double edge sword as well as it using your spell slots alot
I love your guys videos. I did a rewrite of a monk subclass, Way of The Long Death. If you guys ever want to review it, I'd be stoked.
Alchemist that has to take a turn to drink? Kind of ironic eh? Anyway, thanks so much for choosing me as winner!😀
please make sure to email me so that we can verify everything and get the book sent to you! Email is at our About tab on our channel page. Link here: (ruclips.net/channel/UCkg3is29VFrKELV-UOc0Vmwabout) Thanks for watching!
Graphic overlays please. It's much easier to follow what you're talking about if we can read it too. You're putting in the titles which is great, now let's see the descriptions please. That and grab some mics like another comment said. Thanks. Looking forward to watching more of your content!
We have the Forge Domain Cleric coming out today and we have a new Mic and are trying out some overlays for the more complex abilities :) Thanks for watching!
Drinking a potion take an action; DMG p139
thats one of the only things holding this subclass back :) Thanks for watching!
@@URGE great vid guys. I thought drinking a potion required an action for any class though? I can see some DM's homebrewing them taking a bonus action instead, but usually it's been only an action right?
@@URGE You also forgot to mention that experimental potion doesn't scale with higher spell slot and that most of their higher damage spells are going to be either resistant or immune because fire and poison are some of the most common things out there.
Yes it take an action to drink a potion or you can multiclass into thief as a bonus action
@@joshualandrum4346 Unfortunately the thief 'fast hands' doesn't work with potions. They count as 'use a magic item' according to the DMG and sage advice.
Does anyone else wish they kept in the Multi pouch Infusion?!
it basically screams the need to take warlock 1. Just so you can actually use class features. At level 3 (and really most levels) you can't give your elixirs our to your group to get over that 50ft gap-because you probably don't have 4 slots to do that. and if you did.. well thats it you're done for the day outside of cantrips. It just needs a bit more really. Sure at lv 11 you get the Intx2 one spell-which helps. But up to that point all your stuff is focused on those elixir, and they're 1 use 1 per slot.
Where as the artlirist gets 1 hr (or less if it dies-but then its taking attacks for you).1:1 is just too rough when you're a half caster who never gets more than 4 lv 1 spells. They directly compete with something like Healing word.
I wish you could make them as a bonus action.. that'd been nice. ALSO. just.. not enough slots to actually use the elixir... It needed some smaller pool of short rest elixir recreation.
like at least the random ones per short rest.
Honesty, you need to take 2 levels in warlock and make charisma as your main stat to just be useful in combat. The subclass is trash.
Nice video and congrats to the winner
Ido stuff I can’t believe I actually won
love the vids bros stay doing it
Do 1 level Cleric (Life), 3-4 Levels Druid (Shepard), Rest is Alchemist Artificer. You get bonus from Life cleric bonus on Druid spell Healing Spirit (This can heal whole party at end of battle) and you have all the freebies from Artificer.
Why waste time with alchemist in that build?
@@chubby82 because it's a build with the new class
The title says Alchemist Artificer so its a build using that subclass. Yes if you want a healer you would not normally use the alchemist. The whole Artificer class is spread a bit too thin and there are classes that do a way better job.
The build doesn't do anything to make the class better. No point in doing it. Take a level of fight and get a great weapon with booming blade and go to town with that. That actually makes the subclass better.
Heck, 2 levels of warlock of any kind are better.
I just wanna make a tiny boi who obviously doesn’t get any sleep and proceeds to throw random bottles of buffs and curses at random
Dude! Way to rep the Grizzlies! Grit and Grind!
Can’t use the potion making in combat. It says after a long rest.
When you use a spell slot, it is an action as described in the rules: "You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table." Thanks for watching!
I like you guys. Nice video! 😊👍🏻
woah this videos great
Problem with stacking potions the free ones you make after long rest you only know the effect when they are consumed
This is late, but I'm pretty sure the rules state that you learn the effect when crafted.
the hoodie dude looks like my bf with a ginger beard
Multiclass into thief to use an item as a bonus action
This doesn't help.
@@chubby82 meh I have a lot of fun throwing acid/alchemist's flame with sneak attack
Still doesn't help with the Alchemist elixirs
@@chubby82 why would you want it to
Why would I want to make the elixirs better? Um, because their action economy make them really bad.
The alchemist has issues on being effective in combat. The best thing they can do is heal, and there are other classes that are way better. It's not a good buffer or debuffer, can't do battlefield control real way, and and its damage is just out right garbage.
Finding ways to make it more useful in combat would be nice.
Well now that time has passed I can say the alchemist has a number of issues. 1. The alchemist should not be part of the artificer class. An artificer makes magical artifacts (magic armor, magic weapons, and magic items) an alchemist makes potions...it's like saying a chemist is the subclass of computer technician. 2. An alchemist should should not be just a healer. An alchemist is basically a master of magical chemistry. He is they guy who should have strength, dex potions, and healing potions in his pocket, and the magic versions of white phosphorus, moleculer acid, nitroglycerin, and mustard gas on his belt. And probably a vial of flesh eating bacteria somewhere in case of an emergency. While less powerful an alchemist should be roughly as versatile as a wizard. An alchemist should only be limited by the ingredients, time, skill, and equipment needed to make a potion (and by how many potions he can physically carry) And finally 3 the class should have focused less on spells and more on potions (though I could say the whole artificer class, except the armorer, focuses too much on spells). Potions should have been the main skill, and weapon...not a side hustle.