So, in general, I am just not a fan of multiclassing. I've only ever multiclassed once in a 3.5 game and immediately regretted it, and I currently have plans to take a 2 level dip on my current tempest cleric. That being said, I just don't think in terms of what can be gained by multiclassing. I have no plans to do so, but artillerist gets little discussion compared to the other two subclasses, so I'm bringing this up for discussion purposes....
What (if anything) could be gained by an artillerist by multiclassing into something else?
I think Artillerist is the most consistent of the three in terms of damage output. I know people discuss multiclassing Alchemist but it's usually to improve an aspect of the class since it feels weak. With Artillerist if you were to multiclass I would think 2 levels of wizard depending on how you want to spec you can choose different schools. I think Bladesinging, War Magic, Divination, Evocation, and Necromancy are great options. Three levels rogue for Arcane Trickster gives you expertise, cunning action, and mage hand ledgerman. If you have the stats then two levels Forge Domain Cleric is pretty flavorful. I've been wanting to play an artificer for my next character and I want to play artillerist. I like to multiclass most of my characters, but I don't feel like its needed here.
Artificer is one of those classes that doesn't really mesh well with others, in my own experiments. There's exceptions, some pretty specific nichebuilds and such, but the artificer is mostly off in its own corner of character-dom. It doesn't really synergize with other classes. It doesn't actively get in other classes' way like barbarian, druid, or monk do, but any combo I've tried with artificer tends to be (as I've said before) of the "two good things next to each other" type rather than the "two good things combining into a GREAT thing" type.
A level or two of Wizard to gain much-needed cantrips and a selection of utility/ritual spells isn't a terrible idea. Forge cleric gets you heavy armor proficiency, bonus smith's tools proficiency if you don't have them, more cantrips (if from the game's worst cantrip list by far), basic cleric spell access, and a pseudo-Enhanced Defense infusion all from level 1, and is a solid choice for a flavor splash that doesn't really slow you down. Provided you've got the WIS for it. Those two are the closest to synergistic with artificer.
Everything else is nichebuild territory, or trying to fit a very specific character concept.
I think Artilirist doesn't really need a multiclass. Its very self sufficent and very effective at what it does. It has solid uses for all of its actions. If I was to chose a m ulticlass though, it would be something to gain mobiilty--or gain defenses.
Fighter 1-3 is very compelling Either take it at first level to get heavy armour, multi action (for spell-cantrip-bonus action speed round), a bit of self healing. Fighting styles can be very useful. Particularly the UA one that lets you use a reaction to lessen an attack on you or someone next to you (say that squishy caster)
1-3 in Warlock is effective. The renewable spell slot for them means absolutely a turret every fight over the course of the day. It even means waking up in the morning and spending 1 slot to give everyone Temp Hp for the day, effectively over the course of an hour you could gurantee max rolls on every person eventually. Just during brekkie. and then short rest and you're back to being ready for a new turret once you dismiss that one/it dies/time runs out. Also invocation (lv2) can net you a lot of intresting tools Mask of Many Faces being one. or Armour of shadows if you want to travel lighter. If you go far enough in. (what was it.. 4?) you can get Paactof the Tome (which kicks in at 3) and the Invocation for ritual casting of all types. Which just layerse on your out of combat utility.
Monk or rogue 2 is compelling for mobility--but you really don't need much of it because you most likely are using a Ranged Touch Attack so you most likely have long range. Ranger 2 for fighting style, extra slots, and the UA alternate class features can net you some good tools.
Wizard--probaly War or Bladesinger- 2 gives you some good options. Cantrips, extra spell slots +arcane recovery for more turrets. and the general benefits you get from those subclas t ypes.
But in general not a lot of multiclass need or advantages. Fighter or Warlock offers the most. But most multiclassing for ARtificers (Alchemist in particular) is done to give them options--the Artilirist (and battle smith) have a ton of options already. alchemists in general tend to multiclass more than the other two subclasses since multiclassing is usually done for "concept" or "filling a gap"
I thought maybe warlock for two levels as well especially if you can get a good cha. Eldritch Blast + Agonizing Blast + repelling blast as an action and eldritch cannon for force ballista. I think it gives you the ability for some tactical thought. Especially as a battlefield controller you can throw up walls or create difficult terrain and move enemies all over the place allowing allies to get the upper hand in positioning. You get some infusions to help with spell attacks so it’s not entirely too mad either.
Can you get repelling and agonizing gwith just a two dip? I thought each o those were an invocation?
I think I wouldn't dip for Eldritch Blast, even with the +1 enhanced focus infusion your CHA probably won't match up to your INT--which you'l lwant to keep high because of the level 7 class ability (and a few other things--such as the temp hp)
My first and main artilrist had a lot of tactical effectiveness via use of Ray of Frost, and Bonfire. Removing speed on a target is quite effective, and bonfire -while it isn't amazing, it does have some benefits. (does eat concentration-but as an artilirsit I dont' cast nearly as often as the other two. THough haste later on, on an ally is a good plan). After mainly playing alchemists for the last month or so. I think I'd rebuild my artilirst controller to.
Ray of Frost + Thorn Whip and Spell Slinger. (You could also use this to grab something like Chill Touch etc. RoFrost, Chill touch and Thorn whip covers a lot of tactics and damage). That way, I could remove movement, push with force balistae. Or I could pull them towards me, and then balistae them from a different angle to push them more. The D8 damage dice from Blaster (firearm-really why did they call the lv 5 feature firearm instead of blaster?) really sures up the damage loss for the utility gained.
Thorn whip and ray of frost also let you set up Flamer zones pretty well. Thorn Whip from the sky is really funn since if they take fall damage from the 10ft fall, they'll go prone.
I think taking W: Bladesinger to 6 could be very effective at mid levels.
You get better selection of spells/ spell slots than pure Artificer in early/ mid game. With high Int you get more prepared spells as well. This is at a cost of late access to Artificer 4th spells and loss of 5th level spells.
If you also have a high Dex you get good AC and melee attack bonuses.
Can serve as ranged support with spell and Eldritch Cannon each round.
Can fill DPS fighter role with 2 melee attacks (shadow blade ) plus carried Eldritch Cannon: flamethrower each round (no disadvantage to hit).
Can fill DPS fighter role with 2 melee attacks and grant Temp hit points. This also puts them in good position for off healer.
Can fill DPS fighter role with 2 melee attacks and stand alone Eldritch Cannon as ranged support.
You get two invocations with warlock 2. I like Artillerist a lot as a a plain subclass. I wouldn’t multiclass personally just because I like I don’t need anything for this class. But for a late level dip it’s doable and you get some good utility out of it. I think 2 level dip wizard is better with all the rituals you can pick up and the subclass features.
I've considered multiclassing into Gunslinger Fighter, which matches the flavoring very well, because I have a pretty good DEX, but then I realized that my wisdom is meh so I'd only get one grit point. That being said, I did take the Magic Initiate - Wizard feat. It's awesome, because even though artillerists get good offensive spells, artificers have very limited options in terms of offensive cantrips. It's not quite a crossclass, and I really don't think a full artillerist/wizard cross-class would broaden your horizons that much, but it's nice to be able to do damage without a spell slot.
I've been mulling this over. I think two levels Warlock works well. First off the short rest spell slots really helps with Alchemist and Artillerist as you can use the short rest spell slots to fuel your eldritch cannons and your experimental elixir. Then Eldritch blast + Agonizing Blast can help with damage output and although you won't have a crazy high CHA your Enhanced Arcane Focus will help with the attack rolls. Also you get some good spells to add to repertoire through warlock. I think storywise maybe you apprenticed which is how you learned to craft items and your master/teacher is actually a patron in disguise.
Yeah. Warlock seems the best mechanical pairing. Though its hard to justify more than 13 stat for me. So I'm not sure how much I'd actually end up using Eldritch Blast.
I think 3 is a fun idea, in large part for the Tome one. So you gain even more utility and such. Honestly assuming GM is fine with it. I'd still fluff it all as techno steampunk style instead of an actual legit patron. Tapped into some sort of cosmic underlying science
Artilrists though.. I don't think truly need much of a multiclass. Warlock would be fairly good though, for the Cannon refresh. But eldritch blast and such don't work well with your class booster. but honestly probably hit enough and even iwth a middling charisma it'll probably do well.
I think Warlock or Wizard (blade singer or war) are the best for a mechanical artilirst blaster. the latter being well fluffed as well. (alch is a warlocker by far though)
I agree on patron fluff. I went half-elf on build using standard array. Ended up with 16 Int, 16 CHA, 14 Con, 12 DEX, 10 WIS, and 8 STR. If you want AC over HP switch CON and DEX. First two ASI’s allow you to max INT. At level 12 - Artificer 10/Warlock 2 you will have a +2 Enhanced wand. I’m not saying it’s the most optimal, but I like the idea of being able to knock an enemy back with each eldritch blast and then using your artificer cannon to push them back as well. In our group we roll stats and I usually end up with with scores higher than standard array. I think the one that makes the most sense mechanically and thematically is wizard 2. Conjuration Wizard allows you to make objects which is pretty fluffy while War Magic or Bladesinger has the most benefits.
What would the benefits be with multiclassing Artillerist Artificer with Gunslinger Fighter? I'm wanting to make a character that has armor with a gun mounted to one forearm (similar to Deadshot or the accelerator suits from G.I. Joe: Rise of Cobra), a pistol, and an eldritch cannon, without having to go into the Armorer subclass.
So, in general, I am just not a fan of multiclassing. I've only ever multiclassed once in a 3.5 game and immediately regretted it, and I currently have plans to take a 2 level dip on my current tempest cleric. That being said, I just don't think in terms of what can be gained by multiclassing. I have no plans to do so, but artillerist gets little discussion compared to the other two subclasses, so I'm bringing this up for discussion purposes....
What (if anything) could be gained by an artillerist by multiclassing into something else?
I think Artillerist is the most consistent of the three in terms of damage output. I know people discuss multiclassing Alchemist but it's usually to improve an aspect of the class since it feels weak. With Artillerist if you were to multiclass I would think 2 levels of wizard depending on how you want to spec you can choose different schools. I think Bladesinging, War Magic, Divination, Evocation, and Necromancy are great options. Three levels rogue for Arcane Trickster gives you expertise, cunning action, and mage hand ledgerman. If you have the stats then two levels Forge Domain Cleric is pretty flavorful. I've been wanting to play an artificer for my next character and I want to play artillerist. I like to multiclass most of my characters, but I don't feel like its needed here.
Your secret is safe with my indifference - Percy
Artificer is one of those classes that doesn't really mesh well with others, in my own experiments. There's exceptions, some pretty specific nichebuilds and such, but the artificer is mostly off in its own corner of character-dom. It doesn't really synergize with other classes. It doesn't actively get in other classes' way like barbarian, druid, or monk do, but any combo I've tried with artificer tends to be (as I've said before) of the "two good things next to each other" type rather than the "two good things combining into a GREAT thing" type.
A level or two of Wizard to gain much-needed cantrips and a selection of utility/ritual spells isn't a terrible idea. Forge cleric gets you heavy armor proficiency, bonus smith's tools proficiency if you don't have them, more cantrips (if from the game's worst cantrip list by far), basic cleric spell access, and a pseudo-Enhanced Defense infusion all from level 1, and is a solid choice for a flavor splash that doesn't really slow you down. Provided you've got the WIS for it. Those two are the closest to synergistic with artificer.
Everything else is nichebuild territory, or trying to fit a very specific character concept.
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I think Artilirist doesn't really need a multiclass. Its very self sufficent and very effective at what it does. It has solid uses for all of its actions. If I was to chose a m ulticlass though, it would be something to gain mobiilty--or gain defenses.
Fighter 1-3 is very compelling Either take it at first level to get heavy armour, multi action (for spell-cantrip-bonus action speed round), a bit of self healing. Fighting styles can be very useful. Particularly the UA one that lets you use a reaction to lessen an attack on you or someone next to you (say that squishy caster)
1-3 in Warlock is effective. The renewable spell slot for them means absolutely a turret every fight over the course of the day. It even means waking up in the morning and spending 1 slot to give everyone Temp Hp for the day, effectively over the course of an hour you could gurantee max rolls on every person eventually. Just during brekkie. and then short rest and you're back to being ready for a new turret once you dismiss that one/it dies/time runs out. Also invocation (lv2) can net you a lot of intresting tools Mask of Many Faces being one. or Armour of shadows if you want to travel lighter. If you go far enough in. (what was it.. 4?) you can get Paactof the Tome (which kicks in at 3) and the Invocation for ritual casting of all types. Which just layerse on your out of combat utility.
Monk or rogue 2 is compelling for mobility--but you really don't need much of it because you most likely are using a Ranged Touch Attack so you most likely have long range.
Ranger 2 for fighting style, extra slots, and the UA alternate class features can net you some good tools.
Wizard--probaly War or Bladesinger- 2 gives you some good options. Cantrips, extra spell slots +arcane recovery for more turrets. and the general benefits you get from those subclas t ypes.
But in general not a lot of multiclass need or advantages. Fighter or Warlock offers the most. But most multiclassing for ARtificers (Alchemist in particular) is done to give them options--the Artilirist (and battle smith) have a ton of options already. alchemists in general tend to multiclass more than the other two subclasses since multiclassing is usually done for "concept" or "filling a gap"
I thought maybe warlock for two levels as well especially if you can get a good cha. Eldritch Blast + Agonizing Blast + repelling blast as an action and eldritch cannon for force ballista. I think it gives you the ability for some tactical thought. Especially as a battlefield controller you can throw up walls or create difficult terrain and move enemies all over the place allowing allies to get the upper hand in positioning. You get some infusions to help with spell attacks so it’s not entirely too mad either.
Your secret is safe with my indifference - Percy
Can you get repelling and agonizing gwith just a two dip? I thought each o those were an invocation?
I think I wouldn't dip for Eldritch Blast, even with the +1 enhanced focus infusion your CHA probably won't match up to your INT--which you'l lwant to keep high because of the level 7 class ability (and a few other things--such as the temp hp)
My first and main artilrist had a lot of tactical effectiveness via use of Ray of Frost, and Bonfire. Removing speed on a target is quite effective, and bonfire -while it isn't amazing, it does have some benefits. (does eat concentration-but as an artilirsit I dont' cast nearly as often as the other two. THough haste later on, on an ally is a good plan).
After mainly playing alchemists for the last month or so. I think I'd rebuild my artilirst controller to.
Ray of Frost + Thorn Whip and Spell Slinger. (You could also use this to grab something like Chill Touch etc. RoFrost, Chill touch and Thorn whip covers a lot of tactics and damage).
That way, I could remove movement, push with force balistae. Or I could pull them towards me, and then balistae them from a different angle to push them more. The D8 damage dice from Blaster (firearm-really why did they call the lv 5 feature firearm instead of blaster?) really sures up the damage loss for the utility gained.
Thorn whip and ray of frost also let you set up Flamer zones pretty well. Thorn Whip from the sky is really funn since if they take fall damage from the 10ft fall, they'll go prone.
I think taking W: Bladesinger to 6 could be very effective at mid levels.
You get better selection of spells/ spell slots than pure Artificer in early/ mid game. With high Int you get more prepared spells as well. This is at a cost of late access to Artificer 4th spells and loss of 5th level spells.
If you also have a high Dex you get good AC and melee attack bonuses.
Can serve as ranged support with spell and Eldritch Cannon each round.
Can fill DPS fighter role with 2 melee attacks (shadow blade ) plus carried Eldritch Cannon: flamethrower each round (no disadvantage to hit).
Can fill DPS fighter role with 2 melee attacks and grant Temp hit points. This also puts them in good position for off healer.
Can fill DPS fighter role with 2 melee attacks and stand alone Eldritch Cannon as ranged support.
You get two invocations with warlock 2. I like Artillerist a lot as a a plain subclass. I wouldn’t multiclass personally just because I like I don’t need anything for this class. But for a late level dip it’s doable and you get some good utility out of it. I think 2 level dip wizard is better with all the rituals you can pick up and the subclass features.
Your secret is safe with my indifference - Percy
I've considered multiclassing into Gunslinger Fighter, which matches the flavoring very well, because I have a pretty good DEX, but then I realized that my wisdom is meh so I'd only get one grit point. That being said, I did take the Magic Initiate - Wizard feat. It's awesome, because even though artillerists get good offensive spells, artificers have very limited options in terms of offensive cantrips. It's not quite a crossclass, and I really don't think a full artillerist/wizard cross-class would broaden your horizons that much, but it's nice to be able to do damage without a spell slot.
I've been mulling this over. I think two levels Warlock works well. First off the short rest spell slots really helps with Alchemist and Artillerist as you can use the short rest spell slots to fuel your eldritch cannons and your experimental elixir. Then Eldritch blast + Agonizing Blast can help with damage output and although you won't have a crazy high CHA your Enhanced Arcane Focus will help with the attack rolls. Also you get some good spells to add to repertoire through warlock. I think storywise maybe you apprenticed which is how you learned to craft items and your master/teacher is actually a patron in disguise.
Your secret is safe with my indifference - Percy
Yeah. Warlock seems the best mechanical pairing. Though its hard to justify more than 13 stat for me. So I'm not sure how much I'd actually end up using Eldritch Blast.
I think 3 is a fun idea, in large part for the Tome one. So you gain even more utility and such. Honestly assuming GM is fine with it. I'd still fluff it all as techno steampunk style instead of an actual legit patron. Tapped into some sort of cosmic underlying science
Artilrists though.. I don't think truly need much of a multiclass. Warlock would be fairly good though, for the Cannon refresh. But eldritch blast and such don't work well with your class booster. but honestly probably hit enough and even iwth a middling charisma it'll probably do well.
I think Warlock or Wizard (blade singer or war) are the best for a mechanical artilirst blaster. the latter being well fluffed as well. (alch is a warlocker by far though)
I agree on patron fluff. I went half-elf on build using standard array. Ended up with 16 Int, 16 CHA, 14 Con, 12 DEX, 10 WIS, and 8 STR. If you want AC over HP switch CON and DEX. First two ASI’s allow you to max INT. At level 12 - Artificer 10/Warlock 2 you will have a +2 Enhanced wand. I’m not saying it’s the most optimal, but I like the idea of being able to knock an enemy back with each eldritch blast and then using your artificer cannon to push them back as well. In our group we roll stats and I usually end up with with scores higher than standard array. I think the one that makes the most sense mechanically and thematically is wizard 2. Conjuration Wizard allows you to make objects which is pretty fluffy while War Magic or Bladesinger has the most benefits.
Your secret is safe with my indifference - Percy
What would the benefits be with multiclassing Artillerist Artificer with Gunslinger Fighter? I'm wanting to make a character that has armor with a gun mounted to one forearm (similar to Deadshot or the accelerator suits from G.I. Joe: Rise of Cobra), a pistol, and an eldritch cannon, without having to go into the Armorer subclass.
You’ll have your own Repeating Shot infusion, which solves a key Gunslinger problem.