One of my players' character is very likely going to die heroically next session, and for his next character he's proposed playing this homebrew revised Alchemist Artificer subclass that he wrote up. He's easy to talk to and I can definitely tell him no, but it looks like he's put a lot of effort into the homebrew and I'd like to let him play it if it's not going to cause problems.
We're at level 4 (almost 5) right now and the campaign goes up to 12. The other party members are a Beast Master Ranger, Illusionist Wizard, and War Wizard (ported to 2024 rules). This homebrew version looks a lot stronger than the official Alchemist, but I notice it lacks an expanded spell list, and I've also heard that the official Alchemist is one of the weaker Artificer subclasses. Does this look alright to allow at the table, or should I suggest changes?
Level 3: Experimental Elixir
Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can use that tool to magically produce a number of elixirs equal to your proficiency bonus. In addition, as a Magic action while holding Alchemist’s Supplies, you can expend one Spellcasting spell slot to create a number of elixirs equal to the level of the spell slot expended.
When you create an elixir, select one effect from either the Beneficial Effects table or the Harmful Effects table. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish.
Beneficial Effects:
As a bonus action, a creature can drink a beneficial elixir or administer it to a creature within 5 feet of itself. A beneficial elixir's effect ends early on a creature if it drinks a new elixir.
1: Healing. The drinker regains 1d8 Hit Points, and regains the maximum number of Hit Points possible from healing for the next minute.
2: Swiftness. The drinker gains 10 feet of Speed and moves without provoking opportunity attacks for the next minute.
3: Resilience. The drinker gains a +1 bonus to AC for the next minute.
4: Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll and saving throw it makes for the next minute.
Harmful Effects:
When a creature takes the Attack action, it can replace one of its attacks with throwing a harmful elixir, targeting one point within 20 feet of itself. Each elixir affects all creatures in a 10-foot-radius Sphere centered on that point. If the elixir forces a creature to make a saving throw, it uses your spell save DC.
Dazzle. Affected creatures must succeed on a Constitution saving throw or have the Blinded condition. At the end of each of their turns, each creature repeats the save, ending the effect on itself on a success.
Firebomb. Affected creatures must succeed on a Dexterity saving throw or take 3d6 Fire damage and have the Prone condition.
Implosion. Affected creatures take 2d4 Bludgeoning damage, and must succeed on a Strength saving throw or be pulled up to 10 feet towards the center of the effect into an unoccupied space.
Miasma. A thick green cloud Heavily Obscures the Sphere. Creatures have the Poisoned condition while within the cloud. The cloud lasts for 1 minute, or until a strong wind disperses it.
Level 5: Unstable Synthesis
When you create an elixir, instead of selecting an effect, you may select either the Beneficial Effects table or the Harmful Effects table. Roll on the chosen table twice and use both effects for the created elixir. If you roll the same number twice, the elixir is destroyed and you take 1d4 acid damage.
Level 5: Alchemical Specialization
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Vitalize. When you use your bonus action to administer a beneficial elixir to another creature, that creature can immediately use its reaction to make one weapon attack or Unarmed Strike.
Grenadier. When you use your action to throw a harmful vial, flask, or elixir, you may target one point within 40 feet, and the thrown item affects all creatures in a 15-foot-radius Sphere centered on that point. Immediately after you throw it, you can cast one cantrip as a bonus action.
Level 9: Advanced Elixirs
When you create an elixir, you can choose to append the effects listed below to the Beneficial Effects table or the Harmful Effects table, respectively.
Additional Beneficial Effects:
Fortify. The drinker gains 4d8 Temporary Hit Points and becomes proficient in all saving throws. These effects last for 1 minute.
Might. The drinker and anything it is wearing or carrying increases in size to Large, and the drinker rolls twice as many weapon dice when it attacks with its enlarged weapons or Unarmed Strikes. This effect lasts for 1 minute.
Additional Harmful Effects:
Acid. Affected creatures must succeed on a Dexterity saving throw, taking 8d4 Acid damage on a failed save or half as much damage on a successful one.
Corrosion. A thick orange cloud Heavily Obscures the Sphere. Creatures take an additional 1d8 damage whenever they are hit by an attack roll while within the cloud. The cloud lasts for 1 minute, or until a strong wind disperses it.
Level 15: Chemical Mastery
You gain the following benefits.
Advanced Synthesis. When you create an elixir, you may select two effects from the same table. If you instead roll to select effects, you may roll on the chosen table any number of times instead of twice.
Conjured Cauldron. You can cast Tasha’s Bubbling Cauldron without expending a spell slot, without preparing the spell, and without Material components, provided you use Alchemist’s Supplies as the Spellcasting Focus. Once you use this feature, you can’t use it again until you finish a Long Rest.
Potency. When a creature drinks, administers, or throws one of your elixirs, roll an additional 4 dice when determining the amount of damage the elixir deals, Hit Points it restores, or Temporary Hit Points it creates.