The Alchemist's Eight Pounds
In D&D 5e, Alchemist’s Supplies cost 50 GP and weigh 8 pounds. Nobody notices the weight until the carrying capacity math turns hostile, at which point the tool that defines the subclass becomes the thing slowing the party down. Track it early.
The Alchemist (a subclass of Artificer) leans on potions, acids, and transmutational brews, and the temptation is to answer every situation at once. That is where builds dilute. Healing Word delivers a bonus-action heal at 60 feet and keeps an ally upright without ending your turn. Melf’s Acid Arrow lands damage across two rounds, reliable and unconcentrated. Flaming Sphere provides a 5-foot-radius control option, but it demands concentration, which means it cancels out any other concentration spell you were counting on. Picking two of these that fight over the same resource is how a turn stops mattering.
Strong Alchemist play is repeatable output. One dependable action, executed every round, beats three roles gestured at and none delivered.
At the table: Open combat with Healing Word held in reserve and Melf’s Acid Arrow as your damage line, and leave Flaming Sphere out unless nothing else needs your concentration that fight.
Related
- Spells Are Verbs, Not Damage Rolls
- The Seed Is a Trap You Set for Yourself
- Spells Solve Problems, Not Squares
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