In a campaign that starts soon (Storm King's Thunder with the possibility of diving directly afterwards into a modified Descent into Avernus) I plan to play an artificer for the first time. He's going to be a dwarf who's missing one of his arms since birth and so he wants to fashion himself a prosthetic is the basic premise for the character, so I am already set on the armorer.
I would like to multiclass after a certain point (after level 3, 4 or 5 probably) to get one or two levels of either cleric or wizard. Primarily I would like to have some more cantrips, because having only two of those until level 10 feels really limiting, as well as some more options in general. Also getting only one or two levels in another class doesn't feel like it's hindering my artificer progression too much, while also getting some more spells and abilities.
Now I am quite torn on which one I should choose. I have my eyes on the forge cleric (the 13 WIS to multiclass will be no problem) or possibly the war wizard, but I am not set on the wizard subclass yet. With the forge cleric it feels like I would basically get another infusion with his Blessing of the Forge; healing word, bless and shield of faith would greatly add to my potential as a frontline-tank and supporter. Also artificer plus forge cleric feels really thematic and iconic for a dwarf. With the wizard I would get Arcane Recovery, Ritual Casting (for a bunch of great low-level rituals I wouldn't need to prepare with the artificer anymore), shield spell and in general synergies with the casting ability and if I go war wizard I'd get to add my INT to my initiative and get another defensive boost option with Arcane Deflection.
Both options seem to really add to the kind of playstyle I want to go for and now I am looking for some insight of the community here: - Which option would you prefer and why? - Would you choose another wizard subclass, if you were going that route? - Would you just stay artificer the whole way and not multiclass?
I am not saying don't multiclass but being 1 or 2 levels behind in your artificer progression is significant. With a 2 level dip while the fighter / barb gets extra attack at level 5 you have to wait until level 7, are you happy to only have one attack for those two levels in exchange for more cantips (and the rest), when you get extra attack at (character) level 7 you will be 2 levels short of getting flash of genius which you would have got had you not multiclassed.
I think Wizard is the better option, while you say 13 Wis isn't an issue and cleric spells that require wisdom will be less effect. For example you mention healing word that will probably do 1d4+1 or 1d4+2 healing but if you have cure wounds from artificer you will do 1d8+5 later in the campaign when you have your int maxed out. Depending on how many magic are handed out at some point blessing of the forge becomes useless as everyone has weapons and armor that is better than +1, in a high magic campaign it might not be that long after you multiclass if you take a dip after getting extra attack. The wizard spell list is overall better than the cleric list with the main hole in the wizard list being healing but you can heal with your artificer spells. Instead of shield of faith you can use shield, for support silvery barbs is fantastic.
Well now I really got something to think about... Thanks @ArntItheBest that sounds like a really cool and fun multiclass combination! Maybe not for this campaign, since as you pointed out I want to give a bit more weight to the caster side of things and want to make lots of shiny toys for myself and my party. Do you think this would work just as well with a battle smith or would the armorer be the better pick here? Maybe I'll use that at some later point in another campaign and focus more on the fighter side of things, while still using primarily INT. But I will see how the campaign develops and what fits the character best. Definitely going to mark that down on my "to-play" list, which is getting longer and longer.
Yes, that's what I am worried about, too @Jegpeg with the slowed down character progression. Maybe I'll have to think about if the addition of cantrips, the shield spell and the rest is worth it. One of the main features of the armorer doesn't come online until artificer lever 9, so if I were to take two levels of wizard on the way, I would probably not even get that one in Stormking's Thunder. If I take some additional levels at all I think it will maybe be only one level of wizard for the cantrips plus shield and ritual casting; with the homunculus servant I could already cast my cure wounds over a distance with a bit of foresight, so healing word might be superfluous.
That said, I am currently playing an artificer artillerist in a campaign that will go to level 20. As of this writing, we are level 11.
The artificer level progression is REALLY well crafted, and it is REALLY hard to wait on those features. The only "dud" is at level 6, "Tool Expertise." Tools just don't play a major role at our table. I won't take any wizard levels until after 15, if at all. (At 15, the Artillerist gets a second cannon, which gives a +2 AC bonus to anyone within 10 feet of it, not to mention pumping out 6d8 potential damage with the Force Ballista with every bonus action, using zero resources.)
Flash of Genius at 7 is fantastic. It turns an 8 into an 18 for save purposes five times a day (assuming 20 INT). This allows you to max INT as soon as possible, and use every other ASI for feats.
As for the Forge cleric option, you aren't going to need a lot of help with armor class. You get infusions like Enhanced Defense and Cloak of Protection. Your AC will be over 20 fairly quickly.
It has been a delight playing this character over the last year and a half. I think you will really enjoy it, no matter what subclass you choose.
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Hello there!
In a campaign that starts soon (Storm King's Thunder with the possibility of diving directly afterwards into a modified Descent into Avernus) I plan to play an artificer for the first time. He's going to be a dwarf who's missing one of his arms since birth and so he wants to fashion himself a prosthetic is the basic premise for the character, so I am already set on the armorer.
I would like to multiclass after a certain point (after level 3, 4 or 5 probably) to get one or two levels of either cleric or wizard. Primarily I would like to have some more cantrips, because having only two of those until level 10 feels really limiting, as well as some more options in general. Also getting only one or two levels in another class doesn't feel like it's hindering my artificer progression too much, while also getting some more spells and abilities.
Now I am quite torn on which one I should choose. I have my eyes on the forge cleric (the 13 WIS to multiclass will be no problem) or possibly the war wizard, but I am not set on the wizard subclass yet.
With the forge cleric it feels like I would basically get another infusion with his Blessing of the Forge; healing word, bless and shield of faith would greatly add to my potential as a frontline-tank and supporter. Also artificer plus forge cleric feels really thematic and iconic for a dwarf.
With the wizard I would get Arcane Recovery, Ritual Casting (for a bunch of great low-level rituals I wouldn't need to prepare with the artificer anymore), shield spell and in general synergies with the casting ability and if I go war wizard I'd get to add my INT to my initiative and get another defensive boost option with Arcane Deflection.
Both options seem to really add to the kind of playstyle I want to go for and now I am looking for some insight of the community here:
- Which option would you prefer and why?
- Would you choose another wizard subclass, if you were going that route?
- Would you just stay artificer the whole way and not multiclass?
Looking forward to your feedback and suggestions!
I am not saying don't multiclass but being 1 or 2 levels behind in your artificer progression is significant. With a 2 level dip while the fighter / barb gets extra attack at level 5 you have to wait until level 7, are you happy to only have one attack for those two levels in exchange for more cantips (and the rest), when you get extra attack at (character) level 7 you will be 2 levels short of getting flash of genius which you would have got had you not multiclassed.
I think Wizard is the better option, while you say 13 Wis isn't an issue and cleric spells that require wisdom will be less effect. For example you mention healing word that will probably do 1d4+1 or 1d4+2 healing but if you have cure wounds from artificer you will do 1d8+5 later in the campaign when you have your int maxed out. Depending on how many magic are handed out at some point blessing of the forge becomes useless as everyone has weapons and armor that is better than +1, in a high magic campaign it might not be that long after you multiclass if you take a dip after getting extra attack. The wizard spell list is overall better than the cleric list with the main hole in the wizard list being healing but you can heal with your artificer spells. Instead of shield of faith you can use shield, for support silvery barbs is fantastic.
Well now I really got something to think about... Thanks @ArntItheBest that sounds like a really cool and fun multiclass combination! Maybe not for this campaign, since as you pointed out I want to give a bit more weight to the caster side of things and want to make lots of shiny toys for myself and my party.
Do you think this would work just as well with a battle smith or would the armorer be the better pick here? Maybe I'll use that at some later point in another campaign and focus more on the fighter side of things, while still using primarily INT. But I will see how the campaign develops and what fits the character best. Definitely going to mark that down on my "to-play" list, which is getting longer and longer.
Yes, that's what I am worried about, too @Jegpeg with the slowed down character progression. Maybe I'll have to think about if the addition of cantrips, the shield spell and the rest is worth it. One of the main features of the armorer doesn't come online until artificer lever 9, so if I were to take two levels of wizard on the way, I would probably not even get that one in Stormking's Thunder. If I take some additional levels at all I think it will maybe be only one level of wizard for the cantrips plus shield and ritual casting; with the homunculus servant I could already cast my cure wounds over a distance with a bit of foresight, so healing word might be superfluous.
Check out this thread. Patrick makes an excellent case for taking a dip into wizard at level 6. https://www.dndbeyond.com/forums/class-forums/artificer/91365-the-artillerist-shortcut?page=2#c34
That said, I am currently playing an artificer artillerist in a campaign that will go to level 20. As of this writing, we are level 11.
The artificer level progression is REALLY well crafted, and it is REALLY hard to wait on those features. The only "dud" is at level 6, "Tool Expertise." Tools just don't play a major role at our table. I won't take any wizard levels until after 15, if at all. (At 15, the Artillerist gets a second cannon, which gives a +2 AC bonus to anyone within 10 feet of it, not to mention pumping out 6d8 potential damage with the Force Ballista with every bonus action, using zero resources.)
Flash of Genius at 7 is fantastic. It turns an 8 into an 18 for save purposes five times a day (assuming 20 INT). This allows you to max INT as soon as possible, and use every other ASI for feats.
As for the Forge cleric option, you aren't going to need a lot of help with armor class. You get infusions like Enhanced Defense and Cloak of Protection. Your AC will be over 20 fairly quickly.
It has been a delight playing this character over the last year and a half. I think you will really enjoy it, no matter what subclass you choose.