Hey sportsfans,
So I just read the latest UA document for the updated D&D rules for 2024. This first installment covered the Artificer class. It is actually one of my favorite classes that was added to the game. I really enjoyed the last UA version...and the final version was okay. I didn't like what they did with the Alchemist archtype and unfortunately, this time is no different. It is the weakest of the artificers in my opinion and just doesn't make much sense. To quickly recap, there are four archtypes:
Armorer - gets to wear heavy armor, ignore the strength requirement, and has three forms that are fairly easy to switch between, giving it lots of flexibility.
Battlesmith - A very combat oriented build with a build in guardian. I played one for a good bit and they can be very effective.
Artillerist - The ranged spellcaster and damage dealer, now with increased flexibility with the summoned turret.
Alchemist - the "master" of potions, but really just a very lackluster class. The main benefit of the alchemist comes in two parts. The first is that they are able to create potions on the fly. The second is that they get a slight damage bonus to certain types of spells or healing boosts. The potions that are created are all utility types except for the healing potion. The fact that they roll randomly to see what they get is super lame. Just a horrible idea. The other major issue here is that there really are no offensive uses for these potions, which is another huge missed opportunity. And finally, they can also expend spell slots to make more potions...and they can choose which type when they do. But of course, this is also bad. The class is already hurting for spells being a hybrid class. So asking them to give up a limited resource in order to create a consumable is not a great exchange. Not only that, but the potions don't get any benefit when a high level slot is used. So a first level spell produces the exact same potion as a level 3 spell. Really??? Completely not worth it.
In terms of their damage boost, at level 5 they get to add their INT to damage and at level 15, add 2d8 to a spell as long as its a certain damage type. These are okay, but they just don't stack up vs the other archtypes.
How do you fix this class? I think you have to make the potion feature a real stand out ability and you have to make sure it scales upwards with levels or spell slots. My first suggestion would be to have a small set of potion types that can always be chosen. For example, Healing and Blast potions. So when you make a potion, you can choose healing or blast. Healing does 2d8 + INT to the person who drinks it and the blast potion does 2d8+INT poison or acid damage (chosen when made). Now, you then add in a random table for each one that adds a secondary effect. So the healing potion could get a secondary benefit of +1 AC for a minute, or fly for one minute, or +d4 to saves and attacks for one minute, etc...take these lesser utility abilities and make them secondary effects to a main effect. The blast potion would get effects that hurt or hinder the target. One might be 5ft radius, or gain the poisoned condition for a minute, or -1 AC if acid...just spitballing here. But there are plenty of ways. Expanding on the four damage types that they get bonuses for, use those as the base potion types: Fire, Acid, Necrotic, Poison and then healing. I would probably vary the base die type for each one kind of like how cantrips are done.
Then create a table for secondary effects for each type. So if you roll a 1 for its secondary effect, for Healing, it gets +1 AC, for Necrotic, -1 to saves, for Fire, next turn takes INT burning damage, for Acid, -1 AC for a minute, and for Poison, get blinded for a round. And so on for a d4 options for each.
The basic idea is, the player chooses which type of potion to make, guaranteeing a specific ability from it, and then gets a secondary benefit at random. When they spend a spell slot, they get to chose which secondary ability. Gives them great flexibility and can really chose to make something useful for whatever specific situation comes up.
Next up, you increase the effectiveness if a spell slot over 1st level is used. Could just be an extra die added per level. But it means something when you sacrifice those rare spell slots the class has. I would also increase the base value on character class. A level 9 artificer should be making healing potions that are better than a 3rd level artificer. You could use the same class advancement that increases the number of potions to update their base effect. Since a total of 5 potions is the max, it really isn't overpowered.
Do this, make their potions the key feature of the class, and its finally worth taking. In terms of balance, the offensive potions eat up a turn to make. You have to have your hands free for your kit, and then you spend a spell slot and brew up your potion. Next round is when you can use it. A healing potion still benefits from the bonus action use rule. I'd probably also remove the level 15 extra 2d8 force damage effect. Don't need it as the damage already starts to scale upwards due to level and potential spell slot bonus dice.
That would make the class much more attractive. It gives them some real boosts combat wise and does make them excellent healers as well. And they still can provide limited utility by sacrificing spells.
Okay, my brain is tired. Anyways, hope you enjoyed the ponderings. Just gotta figure out how to get wizards to read this....
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