I've been looking to abuse the bladesinger AC with the Artificers infusions and abilities to make a stronger defensive supporting type character. Looking at the two classes they don't mesh together so well. I'd like any input on how I can improve this idea and make it more viable.
So far my build was Bladeslinger 2 for Bladesong bonuses, and then Artificer X as my main class. I've seen an older thread about this but it didn't go over the kind of build I was thinking and with Tasha's Cauldron out since then it might be more possible.
Artillerist could be effective. You can’t use your turret the same turn you start your blade song (both require your bonus action) but it can attack afterwards. Or if you don’t have either active, use your action to summon your turret then Bonus Action to start blade song. But round two you could use your action to attack and bonus action to attack with your turret. But then you have a dead round. So maybe summon turret (action), and attack with turret (Bonus Action). Round 2 start blade song and attack leaving your turret to take the dodge action. So at least your attacking both turns. Same would be true of a steel defender if you decided to go Battle Smith.
2 levels of wizard would get you some extra spell slots to summon more turrets and artillerist gets shield spell so you don’t have to take it as a wizard. But that’s at level 3 artificer. So if you start as a wizard it’s not until level 5 which could hurt.
Hmm. Battlesmith looks like the way to go, if you're going to be a Bladesinger too. Why? You can sell out for INT. The new Tasha's 'Smith can use INT to attack and damage with a magic weapon, so you infuse your rapier and humonculus and you're off to the races. Armor class is excellent, and shield is always ready to go. Guidance on your steel defender for shove attacks, maybe? You don't get to use a shield, but your attacks and AC are way better with bladesinging anyway. Level 3 Artificer/Level 2 wizard is about where it starts to take off, and then you can pick what you want to stick with.
Hmm. Battlesmith looks like the way to go, if you're going to be a Bladesinger too. Why? You can sell out for INT. The new Tasha's 'Smith can use INT to attack and damage with a magic weapon, so you infuse your rapier and humonculus and you're off to the races. Armor class is excellent, and shield is always ready to go. Guidance on your steel defender for shove attacks, maybe? You don't get to use a shield, but your attacks and AC are way better with bladesinging anyway. Level 3 Artificer/Level 2 wizard is about where it starts to take off, and then you can pick what you want to stick with.
If you want AC, you're either a tortle or investing in dex anyway, so the armorer/battlesmith int weapon isn't as clutch. I've been theorycrafting an artillerist/bladesinger at L9 to abuse the thp bonus action. Still doing it, but here's the current build:
Beardy McBeardface, Mountain Dwarf
Int 20 Dex 18 Con 14 Wis 10 Str 8 Cha 8
Artillerist 5/Bladesinger 4
AC: 17 in +1 studded leather, 22 while Bladesinging.
HP: 8 + 5*5 + 4*4 + 2*9 = 67, generally starts fights with another 13 thp, 80 total. Regenerates 9.5 thp every round on average once it starts taking damage.
General melee: 3d8 + 5 rapier (booming blade + artillerist + +1 rapier); bladesinger 6 will add another 1d8 + 5, another ASI will grant 5 dex for another +1 damage.
Hmm... I'd probably have gone 5 artificer first personally, then take the 2 wizard lvls for bladesong. What you do from there is up to you, you could go wizard heavy for better magic, or artificer heavy for a more combat/utility focus. Alternatively you can go 6 bladesinger lvls for extra attack, then begin with artificer, but then you won't have the int bonus to your weapon attacks for a long time.
I think starting off with 5 levels of artificer then going full wizard could turn out quite well.
Go loxodon, pump up con and Int for massive ac, and it’s more fun then tortle. Especially with trunk.
another option is the dandwiki alternate giff, which has the same ability for con based ac as the loxodon, except your a hippo instead if an elephant .
Aldo start with a throwing/hand axe, irs d6 damage which is the highest you can start with as artificer. And you can give it returning. Which is better then enhanced weapon if your only taking a 3level dip.
max Int and con results in passive ac of 23 with no magical enhancements or gear.
Go loxodon, pump up con and Int for massive ac, and it’s more fun then tortle. Especially with trunk.
another option is the dandwiki alternate giff, which has the same ability for con based ac as the loxodon, except your a hippo instead if an elephant .
Aldo start with a throwing/hand axe, irs d6 damage which is the highest you can start with as artificer. And you can give it returning. Which is better then enhanced weapon if your only taking a 3level dip.
max Int and con results in passive ac of 23 with no magical enhancements or gear.
How? Loxodon's Natural Armor is 12 + CON mod which is 17...
Throw in Bladesong and its still only 22...
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I've been looking to abuse the bladesinger AC with the Artificers infusions and abilities to make a stronger defensive supporting type character. Looking at the two classes they don't mesh together so well. I'd like any input on how I can improve this idea and make it more viable.
So far my build was Bladeslinger 2 for Bladesong bonuses, and then Artificer X as my main class. I've seen an older thread about this but it didn't go over the kind of build I was thinking and with Tasha's Cauldron out since then it might be more possible.
Try taking a look at Armorer and Artillerist.
Artillerist could be effective. You can’t use your turret the same turn you start your blade song (both require your bonus action) but it can attack afterwards. Or if you don’t have either active, use your action to summon your turret then Bonus Action to start blade song. But round two you could use your action to attack and bonus action to attack with your turret. But then you have a dead round. So maybe summon turret (action), and attack with turret (Bonus Action). Round 2 start blade song and attack leaving your turret to take the dodge action. So at least your attacking both turns. Same would be true of a steel defender if you decided to go Battle Smith.
2 levels of wizard would get you some extra spell slots to summon more turrets and artillerist gets shield spell so you don’t have to take it as a wizard. But that’s at level 3 artificer. So if you start as a wizard it’s not until level 5 which could hurt.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Hmm. Battlesmith looks like the way to go, if you're going to be a Bladesinger too. Why? You can sell out for INT. The new Tasha's 'Smith can use INT to attack and damage with a magic weapon, so you infuse your rapier and humonculus and you're off to the races. Armor class is excellent, and shield is always ready to go. Guidance on your steel defender for shove attacks, maybe? You don't get to use a shield, but your attacks and AC are way better with bladesinging anyway. Level 3 Artificer/Level 2 wizard is about where it starts to take off, and then you can pick what you want to stick with.
If you want AC, you're either a tortle or investing in dex anyway, so the armorer/battlesmith int weapon isn't as clutch. I've been theorycrafting an artillerist/bladesinger at L9 to abuse the thp bonus action. Still doing it, but here's the current build:
Beardy McBeardface, Mountain Dwarf
Int 20 Dex 18 Con 14 Wis 10 Str 8 Cha 8
Artillerist 5/Bladesinger 4
AC: 17 in +1 studded leather, 22 while Bladesinging.
HP: 8 + 5*5 + 4*4 + 2*9 = 67, generally starts fights with another 13 thp, 80 total. Regenerates 9.5 thp every round on average once it starts taking damage.
General melee: 3d8 + 5 rapier (booming blade + artillerist + +1 rapier); bladesinger 6 will add another 1d8 + 5, another ASI will grant 5 dex for another +1 damage.
Hmm... I'd probably have gone 5 artificer first personally, then take the 2 wizard lvls for bladesong. What you do from there is up to you, you could go wizard heavy for better magic, or artificer heavy for a more combat/utility focus. Alternatively you can go 6 bladesinger lvls for extra attack, then begin with artificer, but then you won't have the int bonus to your weapon attacks for a long time.
I think starting off with 5 levels of artificer then going full wizard could turn out quite well.
Go loxodon, pump up con and Int for massive ac, and it’s more fun then tortle. Especially with trunk.
another option is the dandwiki alternate giff, which has the same ability for con based ac as the loxodon, except your a hippo instead if an elephant .
Aldo start with a throwing/hand axe, irs d6 damage which is the highest you can start with as artificer. And you can give it returning. Which is better then enhanced weapon if your only taking a 3level dip.
max Int and con results in passive ac of 23 with no magical enhancements or gear.
How? Loxodon's Natural Armor is 12 + CON mod which is 17...
Throw in Bladesong and its still only 22...