I'm treating this like a complete homebrew, but really it is just shoring up (as I see them) deficiencies in Tasha's Artificer Alchemist sub-class. There is only one new feature and everything else is just tweaking the existing feature set.
Problem
As a half-caster, it is assumed that the second half would be bolstered by some of your sub-class's other features; like combat, social skills, defense, summoning, or something else. Comparing all the other Artificer sub-classes, they all add combat abilities to take up the other half. You can even see it in the names: Armorer, Artillerist, and Battle Smith.
But the Alchemist does not get any of these boosts. Instead, it just adds a little flavor to the limited spell casting they can perform:
- Experimental Elixir essentially adds one, two, or three extra low (mostly 2nd level) spell slots with random effects. Beyond that, you're just swapping spell slot for spell as a potion so it's a wash.
- Alchemical Savant makes you decide between using the alchemist supplies or an infusion (including an infused arcane focus) as a spell focus. Meaning, an Alchemist can use their Enhanced Arcane Focus giving a +1/+2 and ignoring half cover OR using their alchemist tools and getting their Int bonus to healing/damage. While using the tools will generally give a bigger boost, it only helps certain spells (not all) and does not improve attack rolls. But since these are tools, there are no infusions that can be applied. This creates an issue of either choosing a side or shuffling foci around during combat.
- Restorative Reagents gives a couple of bonuses to healing; a limited-use condition-treating spell (provided you use alchemist's supplies) and a healing rider when someone uses one of the Alchemist's elixirs.
- Finally in Chemical Mastery, they get another limited-use condition-treating spell (provided you use alchemist's supplies), a limited-use healing spell (provided you use alchemist's supplies), and resistance to two infrequently encountered damage types.
But a lot of this can be accomplished with a full caster like a Wizard with wards, arcane recovery, Potent Spellcasting, and a few other mostly standard features. This leaves the Alchemist feeling "less than" as a sub-class. They are a half-caster, fully-dependent on spells to survive and contribute, yet little to boost the caster-half and nothing to fill the other half.
So I am trying to update some of the features to make the Alchemist a little more formidable.
v1
Experimental Elixir (3rd level)
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. You may choose the effect for each of these additional elixirs separately. Each elixir requires its own flask.
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.
The first elixir created is still random. However, when leveled up to produce more than one, the Alchemist can choose the effect for elixir two and three. They can still use spell slots to create more elixirs as well and choose those effects. As the Alchemist progresses, these should be less "experimental" and more "purposeful".
Alchemist Spells (3rd level)
As the alchemist levels, they also gain more spells slots available per day. At 3rd level, they gain one additional 1st-level spell slot. At 5th level, they gain one additional 2nd-level spell slot. Similarly, one additional 3rd-level spell slot at 9th, one additional 4th-level spell slot at 13th, and one additional 5th-level spell slot at 17th.
These additional spell slots are cumulative. These levels are based on class level, not character level. So at 5th level the Alchemist will have 1 additional 1st-level and 1 additional 2nd-level spell slot available per day.
Since the Alchemist depends on spells for survival (spell casting and elixirs), they need to get some sort of boost to their spell repository. While adding more spells to the "domain" spells is possible, I don't think the variety/coverage is the main problem. Instead, I recommend they should receive more spell slots.
This give the Alchemist more options on a daily basis, and the number of spell slots for a given level is never greater than a full caster of the same level. For instance, a 3rd level Artificer should have 3 1st-level spell slots, but an Alchemist would have 4. Compared to a 3rd level Wizard who also has 4 1st-level spell slots. This works all the way up to 17th level when both an Alchemist and a Wizard will have 2 5th-level spell slots.
This is the feature change I am most interested in. It helps the character to really lean into being a caster without overshadowing full casters. These extra slots can be used as normal for casting, brewing elixirs, and what have you. My concern would be multiclassing. Would this tip the scales in giving a multiclass Wizard or Warlock an extra slot? Giving Paladins an extra Smite? I don't think a three level dip to gain an extra spell slot is going to be a huge draw. Nor 5 levels to get one 1st and one 2nd.
Alchemical Savant (5th level)
- Whenever you cast a spell using your alchemist's supplies or one of your infusions as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
So like other sub-classes, infusions can work as spell focuses and retain any special feature allowed by the class.
Restorative Reagents (9th level)
You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies or one of your infusions as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
So like other sub-classes, let the character's infusions work as spell focuses and retain any special feature allowed by the class.
Chemical Mastery (15th level)
- You gain resistance to acid, fire, necrotic and poison damage. You are immune to the poisoned condition and your hit point maximum cannot be reduced from necrotic damage.
- You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies or one of your infusions as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Acid and poison are so rare of a damage type it seemed a little weak. So now it's the same list as Alchemical Savant as well as a touch of necromancy resistance. It might be a little powerful to automatically gain fire resistance, but at 15th level there are a lot of other ways this could be gained. It would also stand to reason that if you're better at casting fire and necrotic spells, you should also be better at handling them. And once again, giving the option to continue the use of either alchemist supplies or an infusion.
Summary
The end results are:
- Not forced to use Alchemist Supplies as a focus for class features
- Less "wild magic" feel to their elixirs
- 5 extra spell slots (over time)
- Some extra resistances
Are these changes balanced, or giving away too much?