I'm thinking of what could be the best infusions for a multiclass dip into Artificer. Wizards would obviously love a few levels of Artificer but what are some infusions that will always be good to have and isn't easily replaced by other stuff.
So far I'm thinking Enhanced Arcane Focus, Bag of Holding and the Homoculus (it's basically a slightly more durable familiar). But then what? Enhanced Defence/Weapon can easily be replaced by magical items, Googles of the Night are good on occasions so what else? Mind Sharpener, perhaps?
Currently playing a Rogue 4 (Thief) / Artificer 2 and have allocated a roguish Expertise towards Athletics for the purpose of making him a fantastic climber (making use of the Thief's Second Story Work). It's a big sacrifice not taking something like the Enhanced Defence infusion as a result of taking this one, but I'm eyeing Armour of Magical Strength as a means of bolstering his Athletics to the point of outclassing the Fighter and Barbarian in my party.
Expertise in Athletics, a not-abysmal Strength score [14 (2)] for a Rogue, Armour of Magical Strength, the Guidance cantrip, and then the +4 & Advantage to STR rolls granted by a Portable Ram, and before you know it we'll be busting down doors and taking names like we're SWAT.
Tempted to take a few more levels in Artificer, taking Battle Smith simply for the Extra Attack feature to enable me to drop a Shove and a Grapple attack in the same round – whichever poor soul you manage to get with this combo of special attacks will have a hard time hitting you with disadvantage on their attacks, and every melee attack you make against them will have advantage. That's means you can isolate an opponent, prevent them from escaping (restrained creatures have 0 movement, meaning then can't get up if they are grappled while prone), and consistently offload your Sneak Attack against an enemy that is unlikely to beat your contested Athletics check. Caster's may seek to teleport away, but you're a Rogue (Thief) and can thus likely have an easy time lifting their components pouch (Sleight of Hand) as a bonus action during the tussle. Once the pouch is yours, that bonus action is then best spent on repeatedly pouring vials of acid into your opponent's face for a further 2d6.
Would Pot of Awakening work the way you're thinking? In theory, if you move your infusion from one object to another, the previous infusion ceases to function. If you manage to keep the Pot of Awakening secure for the 30 days it takes to create an awakened shrub, is the Shrub itself still considered to be animated by the original infusion? or is it just the pot itself that's magical and once it creates the shrub it doesn't matter about the infusion? Either way... you're still going to need months of time to have more than one Awakened Shrub. So unless your DM is regularly giving you years of downtime, you're really going to struggle to have mroe than 2 or 3 of those little buddies through the course of a campaign.
Depends on your dip, but the best low-level infusions are generally:
Repeating Shot (only way in the game to hand crossbow + shield)
Bag of Holding
Spellwrought Tattoo (familiars for the whole party are better than a familiar for just you)
Alchemy Jug/Veteran's Cane: infinite money, useful at low levels
Pot of Awakening: infinite minions, each of which can have a familiar
When you make a tattoo doesn't it still have to be a spell you can cast like a ring of spell storing? If so I'm not seeing find familiar on their sheet. I guess that's for if they multi-class into wizard? That Veterans cane exploit is hella busted I'm totally using that on my necromancer artificer.
Mind Sharpener is an absolute must if you play a spellcaster with concentration spells. Enhanced Arcane Focus is great too because there are very few ways to gain bonuses to spell attack rolls.
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I'm thinking of what could be the best infusions for a multiclass dip into Artificer. Wizards would obviously love a few levels of Artificer but what are some infusions that will always be good to have and isn't easily replaced by other stuff.
So far I'm thinking Enhanced Arcane Focus, Bag of Holding and the Homoculus (it's basically a slightly more durable familiar). But then what? Enhanced Defence/Weapon can easily be replaced by magical items, Googles of the Night are good on occasions so what else? Mind Sharpener, perhaps?
Depends on your dip, but the best low-level infusions are generally:
Repeating Shot (only way in the game to hand crossbow + shield)
Bag of Holding
Spellwrought Tattoo (familiars for the whole party are better than a familiar for just you)
Alchemy Jug/Veteran's Cane: infinite money, useful at low levels
Pot of Awakening: infinite minions, each of which can have a familiar
hm... the only thing I can think to add would be 'Replicate Item: Prosthetic Limb' to free up a hand and a less likely "lost focus" scenario.
Currently playing a Rogue 4 (Thief) / Artificer 2 and have allocated a roguish Expertise towards Athletics for the purpose of making him a fantastic climber (making use of the Thief's Second Story Work). It's a big sacrifice not taking something like the Enhanced Defence infusion as a result of taking this one, but I'm eyeing Armour of Magical Strength as a means of bolstering his Athletics to the point of outclassing the Fighter and Barbarian in my party.
Expertise in Athletics, a not-abysmal Strength score [14 (2)] for a Rogue, Armour of Magical Strength, the Guidance cantrip, and then the +4 & Advantage to STR rolls granted by a Portable Ram, and before you know it we'll be busting down doors and taking names like we're SWAT.
Tempted to take a few more levels in Artificer, taking Battle Smith simply for the Extra Attack feature to enable me to drop a Shove and a Grapple attack in the same round – whichever poor soul you manage to get with this combo of special attacks will have a hard time hitting you with disadvantage on their attacks, and every melee attack you make against them will have advantage. That's means you can isolate an opponent, prevent them from escaping (restrained creatures have 0 movement, meaning then can't get up if they are grappled while prone), and consistently offload your Sneak Attack against an enemy that is unlikely to beat your contested Athletics check. Caster's may seek to teleport away, but you're a Rogue (Thief) and can thus likely have an easy time lifting their components pouch (Sleight of Hand) as a bonus action during the tussle. Once the pouch is yours, that bonus action is then best spent on repeatedly pouring vials of acid into your opponent's face for a further 2d6.
So basically Bushroot from Darkwing Duck? That's just amazing. I love it. :P
Would Pot of Awakening work the way you're thinking? In theory, if you move your infusion from one object to another, the previous infusion ceases to function. If you manage to keep the Pot of Awakening secure for the 30 days it takes to create an awakened shrub, is the Shrub itself still considered to be animated by the original infusion? or is it just the pot itself that's magical and once it creates the shrub it doesn't matter about the infusion? Either way... you're still going to need months of time to have more than one Awakened Shrub. So unless your DM is regularly giving you years of downtime, you're really going to struggle to have mroe than 2 or 3 of those little buddies through the course of a campaign.
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When you make a tattoo doesn't it still have to be a spell you can cast like a ring of spell storing? If so I'm not seeing find familiar on their sheet. I guess that's for if they multi-class into wizard? That Veterans cane exploit is hella busted I'm totally using that on my necromancer artificer.
Mind Sharpener is an absolute must if you play a spellcaster with concentration spells. Enhanced Arcane Focus is great too because there are very few ways to gain bonuses to spell attack rolls.