
My first Infusion choice is Homunculus Servant. Some of the best infusions require high-level ability. As I level up, I’ll be able to replace Infusions with other choices.
#Alchemist fire 5e how to
At this level, I know how to make 4 infusions but am only allowed to carry 2. Armor, mechanical companions and weapon enhancements are all on the table. Create a static picture on the surface of the object-pictures, text and shapes are all fair.Ĭhoose Item Infusions for invention at firstĪt level 2, I will have the ability to Infuse items with magical benefits.A noise or odor radiates from the object and is perceivable up to 10 feet away.This message can be heard up to 10 feet away and lasts 6 seconds.

A message I implant can be heard when another creature touches the object.The object glows, shedding light in a 5-foot radius.Plus, I’m able to touch an amount of objects equal to my Intelligence modifier. Magical Tinkering is my first artificer ability, giving me the ability to imbue objects with magical energy and effects. Guide to Building a Druid Circle of Spores: DnD 5e Related Posts: Guide to Building a Bard College of Creation: DnD 5e Plus, I’ll choose Medicine and Arcana as proficient skills-healing will be a major aspect of my character. I’m thinking brewer’s supplies could be a fun choice to go with my alchemy. I gain proficiency with thieves’ tools, tinker’s tools and an artisan tool kit of my choice. This way, I can mix in spellcasting, stay out of too much danger and operate as a support character for my allies. Therefore, I want to lean into ranged weapons like firearms, shortbows or hand crossbows. Build artificer as ranged tinkererįor my basic artificer build, I’ll need to prepare my character for my future alchemist specialization. I’ll need to rest to recover this ability. Saving Face grants me additional points to a saving throw or attack roll equal to how many allies I see. Martial Training gives me proficiency with 2 martial weapons of my choice. Sure, they aren’t quite as smart as the gnomes, but the extra Martial Training and Saving Face abilities come in handy. Hobgoblins have a +2 Constitution/+1 Intelligence bonus. On top of all this, I can Tinker a small clockwork device just as a rock gnome. Plus, Artificer’s Lore gives me double proficiency for History checks on magic, alchemical and technological items.

Gnome Cunning will give me advantage on Wisdom, Intelligence and Charisma saving throws. Rock gnomes have a +2 Intelligence/+1 Constitution bonus, which fits the class well. Either way, playing this character with mischief in mind is the way to go. However, don’t let a good opportunity for a goblin alchemist go to waste. One could argue this class is handmade for rock gnomes-and one would be correct. If you need a premade pirate campaign to flex your new firearm proficiency, check out my original Dead Man’s Tale.

Using the Dungeon Masters guide, I can match technology with the appropriate time-period. Of all the classes, the artificer best fits genre storylines: steampunk, science fantasy, wild west.

On top of all these feats of magic and science, I have proficiency with firearms. This scientist-like character creates spell effects from mundane objects, mixes daily elixirs with wild effects and can even walk around with a mechanical homunculus companion. The artificer alchemist class in Dungeons and Dragons 5e is a potion-making tinkerer.
