Alchemist Artificer: D&D 2024 Optimisation Guide

Concoct potent elixirs to buff the party with this much improved artificer subclass for D&D 2024.

Alchemist’s brew potions and elixirs to provide enhancements and healing during battle. They’re the support casters of the artificer class. While they lack the explosive qualities that some might want from an alchemist, they instead focus on buffs through their concoctions.

The original alchemist for D&D 2014 was kind of disappointing. Lacking a sufficient volume of elixirs and requiring entire actions to administer these meant they just didn’t do enough with what they had. Fortunately, the updated version for D&D 2024 has mostly resolved the issues with the subclass, improving it significantly. Though “mostly” is the important word there.

Below I’ll go into detail on the D&D 2024 version of the alchemist including everything that’s changed, how to use them, how good they are and how best to build one.

  • Half caster with lots of utility
  • Great at buffing allies
  • Create elixirs with spell like qualities
  • Deal decent damage with fire, acid and poison spells

The alchemist gets some really big changes that transform it from a poor subclass into one that’s actually quite a decent support option. However, I do think one change should have been made that wasn’t. Most artificer subclasses have a strong level 3 option for spell storing item, but alchemists along with cartographers do not. I would have really liked to have seen a better level 3 spell added into the alchemist’s spell list as this is an important feature that allows artificers to keep up a bit with other classes.

Sadly that’s not the case, but the rest of the changes are really strong which includes:

  • Expanded tool proficiency: You now get proficiency with a herbalism kit and can craft potions in half the time.
  • Changed spells: Vitriolic sphere replaces blight which is a bit of an upgrade.
  • Big upgrades for experimental elixir: This now requires only a bonus action to either drink or administer to another rather than an action which is a huge upgrade. On top of this, the target no longer needs to be unconscious to have an elixir administered to them making it much easier to buff others. The number of elixirs you create has increased too, this starts at 2 and becomes 3 at Lv5, 4 at Lv9 and 5 at Lv15. This is another big upgrade compared to the 1 previously that become 2 at lv6 and 3 at lv15. This means from level 3, you’re equalling your elixir output at level 14 and exceeding it from level 5.
  • Experimental elixirs get power scaling: As levels increase, the potency of your elixirs increase too. Healing is also more powerful to start with at 2d8 + intelligence modifier healing rather than 2d4. There’s also no transformation elixir, a 6 just lets you choose the effects.
  • Alchemical savant no longer works with necrotic damage: This has been removed.
  • Restorative reagents no longer grant temporary hit points: However, elixirs do get a more individualised buff at this level instead.
  • Chemical mastery has changed a lot: You no longer get a free casting on heal and greater restoration. Now you get a free casting of Tasha’s bubbling cauldron and extra damage each turn on artificer spells that deal acid, fire or poison damage.

Alchemist features

Khoravar: Wizards of the Coast
Artificer: Wizards of the Coast

Tools of the trade (Lv3) – 2/5

Proficiency with alchemist’s supplies and herbalism kits as well as half the time crafting potions. It’s nothing to get excited about, but if you want to craft potions, you can do it quicker this way.

Alchemist spells (Lv3) -2/5

There are some good spells in here, especially those that make you a partial healer. The likes of healing word, mass healing word and raise dead are all useful options. At level 5, some of these spells will get a healing boost too.

Gaseous form is a good utility spell and Vitriolic sphere is a good damage dealer and death ward can be a decent option due to its lack of concentration and long duration.

However, spells like Melf’s acid arrow and flaming sphere aren’t great, especially as flaming sphere demands regular use of your bonus action which you’ll likely want to use on elixirs and/or healing word at least a few times in bigger fights.

Overall, it’s an OK spell list, however, there’s one big problem. Artificers really rely on their subclass spell list to give them good options for their spell storing item. This makes their level 3 spells especially important for 10 uses of the same spell. Sadly, mass healing word doesn’t qualify (as it uses a bonus action) and gaseous form isn’t needed nearly enough to justify the 10ish spell slots your spell storing item grants. And the level 2 spells are no good for this either.

Experimental elixir (Lv3) – 5/5

The randomness of this is a slight problem, but the fact that they’re all broadly useful effects that can be administered with a bonus action, by you or the target, they scale with level and there’s a decent number of these is pretty good.

One option allows you to use a spell slot to create your choice of elixir. The question is whether this is a good use of spell slots?

Healing is the equivalent of cure wounds, but using a bonus action, which is way better. Swiftness is the equivalent of longstrider, but again, just using a bonus action instead of an action, which is again, an improvement. Resilience is like shield of faith but with a 1 AC boost that doesn’t need concentration which is a pretty good trade off. Boldness is like a single target bless, but again, doesn’t require concentration and only requires a bonus action. Flight is like the fly spell but with a shorter move speed. Fly is a level 3 spell that requires concentration and an action so the trade off in power is really good here too.

All of these scale at higher levels, but still only cost a level 1 spell slot (though you can use higher slots too). Some of them become the equivalent of level 2 or even 3 spells in power (like cure wounds and fly) at higher levels while still only requiring a bonus action and no concentration to use.

Personally, I’d be stock piling these each day with at least my 1st level spell slots as I think these elixirs are generally better. You may want to preserve a slot or 2 for certain situations, but these only require an action to prepare with a spell slot so you can create them as needed between combat encounters.

It might have been nice to see all elixirs be chosen rather than random, but with spells, they’re chosen and without, they’re broadly useful enough that I think it’s not a major problem the way it is.

Alchemical savant (Lv5) – 4/5

A bonus of about 3-5 to certain damage rolls and healing spells is decent. Where this gets even better is when you can affect multiple targets with the same damage/healing roll. This is the case for mass healing word, flaming sphere and vitriolic sphere. Even if you’re just using cantrips, this is a decent boost for the likes of firebolt and even better for acid splash which is an AoE spell too so boosts the damage per target.

It’s worth noting that you can use this twice on a turn. Healing word and mass healing word are bonus actions and levelled spells, but qualify for this bonus while cantrips like acid splash and firebolt can use your action to allow you to benefit from this twice in a turn.

You’ll want to plan ahead a little to ensure you have the right kinds of spells to combine with this.

Restorative reagents (Lv9) -3/5

A bunch of free castings of lesser restoration is decent. I’m not sure it’s the kind of spell that’s needed loads, but it’s good it’s in your back pocket and a generally good spell to have around, even if you probably have more uses than necessary.

Chemical mastery (Lv15) – 4/5

Poison damage and the poisoned condition are really common while acid damage is fairly common making these some good resistances. The extra damage is a boost that can work on top of alchemical savant and in a similar way, will work best on a single damage roll that affects multiple creatures (like AoE spells).

Tasha’s bubbling cauldron doesn’t require the 500gp material components usually needed for the spell making it pretty great and a free source of 5 healing potions (or some other potion) for you and the party.

You can’t just stockpile potions this way as unconsumed potions are lost when you cast the spell again, but it is a decent source of constant potions.

The alchemist gets a bunch of really good improvements from the 2014 version (which was quite poor). It’s now a viable support subclass with a bunch of flexible and easily usable buffs. Elixirs work well, are scalable, work alongside other abilities and there’s some power scaling there too.

However, there’s one glaring issue that means it doesn’t quite stack up to the power levels of most other artificer subclasses (the armorer, artillerist and battle smith). They don’t have a decent level 3 spell for the spell storing item.

This may seem nit-picky, but that artificer feature makes or breaks the artificer and their power levels. With a good 3rd level spell, they become a decent force to be reckoned with. Without one, they end up underpowered at mid to high levels. Unfortunately, that means that alchemist’s are underpowered once they hit level 11. Before then, they’re quite decent.

Which is a real shame, because the alchemist was building into quite a good subclass. If you intend to play mostly at lower levels, you should be fine and have a great time. If you intend to play at higher levels, beg your DM to allow fireball as an alchemist spells (alchemists like to blow stuff up) and it certainly wouldn’t be overpowered. Because it’s a 4 before level 11 and a 2 afterwards, I’ve compromised and given it a 3.


eberron
Artificer: Wizards of the Coast

Alchemist’s are primarily support casters, providing buffs to allies and themselves as well as a decent amount of healing. They can largely be optimised in similar ways to most artificers and below is a load of advice you can use to help you optimise your alchemist.

Ability scores

Recommended options

  • Intelligence: Your spellcasting ability and the one you’ll use for a lot of your best features like flash of genius and spell storing item and the damage/healing boost from alchemical savant.
  • Dexterity: If you have medium armor, you’ll want to get this at least 14 for the AC boost. As a rogue alternative, you may need this for things like unpicking locks and stealth too. You might also use it for your ranged weapons, though cantrips will usually be more powerful.
  • Constitution: All classes benefit from more resilience and artificers are no different. This will also help you concentrate more easily on spells too.

Options to avoid

  • Strength: Dump, you’ve got no use for strength.
  • Wisdom: Only useful for some skills and saving throws, otherwise, not worth investing in.
  • Charisma: This is mostly for face skills and these don’t come naturally to an artificer so I wouldn’t invest much here either.
Ability scorePoint BuyStandard Array
Strength88
Dexterity1514
Constitution1513
Intelligence1515
Wisdom812
Charisma810

Skills

Recommended options

  • Arcana: Common knowledge skill and you have the intelligence to back it up.
  • History: Another common intelligence skill.
  • Investigation: Investigation comes up a fair bit and as one of the few intelligence based classes, you’re in a good place to help here.
  • Nature: This feels like the domain of rangers and druids, but as an intelligence skill, this is another that an artificer is well placed to focus on.
  • Perception: Perception is always useful, especially if you’ll be filling in for a rogue.
  • Sleight of hand: Great option if you don’t already have a rogue with this.

Stealth isn’t on the artificer list of skills, but I’d consider it for an artificer if you don’t have another more natural scout. Backgrounds or the skilled feat can help you get this.

Species/race

I’d look for species with the following qualities:

  • Resilience: Make yourself tougher or more evasive through things like more hit points, resistances or flight. Being evasive is probably more important for a cartographer. Flight can be really useful for this too, even if you have elixirs that can manage this already, it frees up your elixirs for other uses or for allies.
  • Innate spellcasting: The more spells you possess the better. And as a utility caster, an expanded range will benefit you a fair bit.

Recommended options

  • Aasimar (2024): Damage resistances as well as some light healing for recovering allies are solid. But you’re mainly here for temporary flight which will keep you a lot safer in nasty battles.
  • Elf (2024): An extra skill and darkvision are both helpful. The big thing here is the innate spellcasting though. High Elf is a good option for misty step and an extra cantrip. Drow is good for buffs and debuffs with the likes of faerie fire and darkness while Wood Elf works nicely for a more stealthy artificer.
  • Gnome (2024): Extra magic resilience is great as you’ll undoubtedly be the target of some spells. Minor illusion and speak with animals are better options than what the Rock Gnome gives.
  • Human (2024): If you need to boost your skill proficiencies to take full advantage of all those knowledge skills or add in stealth proficiency, then Human’s a good option. The consistent supply of heroic inspiration is useful too. However, the extra origin feat is probably the trait you want most, especially if you want to grab something like the tough origin feat, which is normally only available with backgrounds that don’t work for the artificer.
  • Shifter (2024): Temporary hit points and a choice of benefits. Beasthide for the extra AC and swiftstride for the faster movement and the extra safety are good options. The skills aren’t the best for an artificer, but everything else works well.
  • Tiefling (2024): 4 extra spells known is mainly what you’re after here. I’d favour the infernal legacy for its synergy with alchemical savant. Abyssal works here too, but you already get ray of sickness.
  • Warforged (2024): More AC, poison resilience, a skill and tool proficiency and a few other buffs all work really well for an artificer that wants to be tougher and have more skills at their fingertips.

Backgrounds

Backgrounds are much more important now in D&D 2024 with ability score increases, origin feats and skills all now linked to your background.

For an alchemist, I’d prioritise intelligence and then one of dexterity or constitution with the below being your best options:

NameAbility scoresOrigin featSkill proficienciesTool proficiency
CriminalDexterity, constitution, intelligenceAlertSleight of hand, stealthThieves’ tools
MerchantConstitution, intelligence, charismaLuckyAnimal handling, persuasionNavigator’s tools
SageConstitution, intelligence, wisdomMagic initiate (wizard)Arcana, historyCalligrapher’s tools
ScribeDexterity, intelligence, wisdomSkilledInvestigation, perceptionCalligrapher’s tools

I’d go with criminal for a stealth build or sage for more of a spellcasting and knowledge build.

Feats

Origin feats

I’d say the below are your best origin feats for an artificer. Ironically, crafter is a poor option for an artificer who can do the things the crafter feat suggests in better ways usually:

  • Lucky: Advantage on d20 tests and disadvantage on your aggressors is universally useful. Especially as avoiding getting hit is one of the best ways to not lose concentration.
  • Magic initiate: Grab some extra spells known from another spell list. A good way to make yourself even more flexible with spellcasting.
  • Musician: A generally excellent origin feat for helping your allies out with some heroic inspiration (kind of like a slightly better lucky, you give to your friends).
  • Skilled: If the party needs a bit more proficiency in knowledge skills or you need to fill in for a rogue, then this works well for you. This can bump up your number of skill proficiencies a decent bit.
  • Tough: Really valuable extra hit points for a class on the lower end of these.

General feats

At level 4, you can start picking up general feats. These are some of the better options for an artificer:

  • Fey touched: Misty step and another spell with free castings is pretty good and misty step makes a decent safety spell.
  • Genie magic: Another spell to cast and there’s plenty of utility here as you can simply choose any that’s on the sorcerer spell list.
  • Mage slayer: Great for disrupting spellcasters and gives you something similar to legendary resistance.
  • Ritual caster: If you feel like you’re struggling to have enough of the spells you want available to you, then this is the best way to boost your utility with more spells gained through this feat than any other. You can check out my full guide to ritual casting for more tips.
  • Shadow touched: Invisibility and an illusion spell are great for a caster class. Especially one built for stealth.
  • Speedy: A good option for martial artificers that want to use hit and run tactics.

Weapons

I’d rarely recommend using a weapon for an alchemist unless you have no other option (which will be extremely rare). Your intelligence should be higher than your dexterity and by level 5, your cantrips will definitely deal more damage than weapons. Even before then, with 14 dexterity, a light crossbow will deal roughly equal damage, but be less accurate. Maybe grab a few daggers just in case.

I’d make sure you grab some acid, fire and poison cantrips and other spells like firebolt, poison pray and acid splash.

Armor

Most alchemists will do best with medium armor as they don’t usually need dexterity for attacks as spells will serve them better so likely won’t want to prioritise this. Half plate will give you the best protection, but if you don’t want to be hampered for stealth, then a breastplate is best.

A shield is a great option for the extra protection. Just be aware that you may need to juggle spell components and a spellcasting focus if you’re also wielding a shield.

Not sure an alchemist artificer is for you. Not to worry. Why not check out one of our other D&D 2024 class and subclass guides.

Published by Ben Lawrance

Ben is the creator of Dungeon Mister and is an experienced dungeon master who's been immersed in the D&D universe for over 20 years.

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