Probably a support focused Necromancer that has a smaller army, but would be able to be a little bit more survivable since it has a bigger hit die and also infusions can create some cool builds!
@@Hk-ox4bb That would get you access to some extra spells like Inflict Wounds, but there would also be some overlap with pre-existing Alchemist Spells, I think if you are running a Strixhaven campaign, the Alchemist can easily fit in though.
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. So this means the elixirs you make with spell slots aren't random but you can choose their effects. Pretty handy to have
A silly idea i had for a build that uses alchemist is the "quantum physician" which puts the first 3 levels into alchemist Artificer, and the rest into sorcerer, allowing you to use sorcery points to produce as many elixirs per spell slot as physically possible.
Something you neglected to mention is that when you expend a spell slot to create an elixir you actually get to choose the result instead of rolling randomly. You are only forced to roll on the table when you create the free potions at the end of your long rest. It’s just a single line at the end but it can be a game changer, letting you consistently buff the party when and how they need it instead of rolling up a swiftness elixer while the fighter is bleeding out.
I set up an escaped laboratory experiment (Simic Hybrid on paper, but think more along the lines of Mr X or Nemisis if it gained independent thought). He had what looked like a chem-thrower as an arcane focus (thematically) but behaved EXACTLY like an alchemy kit (mechanically--so no difference). Almost all of his spells were cast through it in some way (such as a fire bolt being launched through a heated nozzle or acid splash through a corroded, narrow jet) & his artifacts/infusions were all attached & integrated into his body. Gauntlets of Ogre Strength would be wristbands covered in small tubes & vials injecting steroids into his arms & Spell Refueling ring is some weird device stuck to the left side of his chest, pumping a jolt of electricity & weird fluids directly into his heart.
Artificers are my favorite class in The game but is kinda sad thinking that a so well flavored subclass like The alchemist is The mecanically worst one between the four, loving your content btw keep it up
I think the Alchemist only feels overshadowed compared to other Artificer subclasses, but compared to other classes I think the Alchemist is pretty useful. Thanks for the kind words and I'm really glad you enjoy the content!
I feel like this subclass really shines more if you multiclass. The elixirs are too random. Level 9 might be as far as I would take it before multiclassing into a wizard. A transmutation wizard would have lots of flavor.
very surprised I haven't seen you in my recommended earlier considering my search history of animated stuff and D&D, hoping to see this channel grow in the future
I love what you did and you explained it well. But if I'm allowed to give some constructive criticisme. Throughout the video you speak with a monotone voice. It would even be more enjoyable to listen to if you put a little more energy in your voice. But other than that you explained it quite nicely without giveing to much info. Good job!
wow I'm not sure where you came from but im glad I found you, I was just trying to figure out an artificer character that was less combat based, I was thinking the artillerist at first, but I might just have to rethink that a bit, maybe more like a doctor that was forced to take up adventuring after he lost his pharmacy, and now travels around selling his chemicals and giving his friends free samples while spraying his enemies with (one time) free samples of fire and acid. So yeah, thanks for the inspiration man! this was a very informative, straight to the point video that wasn't over the top! I enjoy over the top videos but sometimes it distracts from the actual information, anyways im rambling, thanks again!
I was tremendously disappointed to see that the Alchemist class has basically no support for brewing poisons, barring your DM being extra-generous with his house rules. Like, come on, if the _alchemist_ can't brew slow-acting nerve agents or make the world's strongest itching powder, what real use is it? Total missed opportunity.