Now we are starting off at level 3 so I have it all in Artificer, but not having played it before, is it worth taking to level 20, or would multiclassing be better? If the latter, what class and when? I am a varient human.
For background, my character is autistic so he'll get fixated on things and ignore enemies during battles, get anti social, and getting angry at non enimies. (So it really is me)
I dipped one level into Fighter for heavy armor and defense fighting style. Artificers have lots of ways to have very high AC, so I doubled down on that.
Another good dip would be Wizard. War Wizard would be my preference.
Artificer 2 or 3 is also a good dip in my opinion for certain builds.
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Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
A dip into Cleric also has some benefits. Arcana or Forge domain fit for the artistic artificer pretty well and both give at 1 level some neat benefits.
Arcana gives for 1 level access to 5 Cantrips* (3 from the Cleric list and 2 from the Wizards) and access to the entire list of 1st level Cleric spells like Bane, Bless, Healing Word & Shield of Faith, not to forget having always prepared Detect Magic (someone needs to have it) and Magic Missile....oh and proficiency in Arcana.
Forge gives you Heavy Armor proficiency and Smith's Tool (as soon as you get 4th level Spell Slots Fabricate gets extremely neat in some scenarios with the amount of Tool Profieciencies you have), 3 Cleric cantrips, the cleric spell list, having always prepared Identify (someone needs that one too) and Searing SMITE!!! & giving one weapon or armor you touch +1 and making it magical after a long rest until you next long rest. With the Artificer's infusions this might seem less appealing, but on the other hand it can save you known and applied infusions.
From experience with it, Artificer is worth taking to 20 by itself. That said, it's also got room for multiclassing. Artificer/Wizard is a good mix, as it opens Light and Medium armor for Wizards, along with a companion (Artillerist's Eldritch Cannon, Battle Smith's Steel Defender) for extra kick if you take Artificer to 3. Bardificer (Bard/Artificer) blends nicely, no matter the subclass choices.
That said, I'd say experiment with them. Artificers have room for some shenanigans as well, especially if your DM lets' you make your own magic items for extra coin. (Keep in mind, you'd likely be crafting Common and Uncommon magic items for selling, as anything rarer would require hard-to-get materials.)
If multi-classing, keep in mind that spellcasting modifiers and DCs may be different between artificer and other class. An all-purpose tool would boost the artificer class spells, but others would be calculated differently.
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Now we are starting off at level 3 so I have it all in Artificer, but not having played it before, is it worth taking to level 20, or would multiclassing be better? If the latter, what class and when? I am a varient human.
For background, my character is autistic so he'll get fixated on things and ignore enemies during battles, get anti social, and getting angry at non enimies. (So it really is me)
I dipped one level into Fighter for heavy armor and defense fighting style. Artificers have lots of ways to have very high AC, so I doubled down on that.
Another good dip would be Wizard. War Wizard would be my preference.
Artificer 2 or 3 is also a good dip in my opinion for certain builds.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
A dip into Cleric also has some benefits. Arcana or Forge domain fit for the artistic artificer pretty well and both give at 1 level some neat benefits.
Arcana gives for 1 level access to 5 Cantrips* (3 from the Cleric list and 2 from the Wizards) and access to the entire list of 1st level Cleric spells like Bane, Bless, Healing Word & Shield of Faith, not to forget having always prepared Detect Magic (someone needs to have it) and Magic Missile....oh and proficiency in Arcana.
Forge gives you Heavy Armor proficiency and Smith's Tool (as soon as you get 4th level Spell Slots Fabricate gets extremely neat in some scenarios with the amount of Tool Profieciencies you have), 3 Cleric cantrips, the cleric spell list, having always prepared Identify (someone needs that one too) and Searing SMITE!!! & giving one weapon or armor you touch +1 and making it magical after a long rest until you next long rest. With the Artificer's infusions this might seem less appealing, but on the other hand it can save you known and applied infusions.
*This is more than you ever get as an Artificer!
From experience with it, Artificer is worth taking to 20 by itself. That said, it's also got room for multiclassing. Artificer/Wizard is a good mix, as it opens Light and Medium armor for Wizards, along with a companion (Artillerist's Eldritch Cannon, Battle Smith's Steel Defender) for extra kick if you take Artificer to 3. Bardificer (Bard/Artificer) blends nicely, no matter the subclass choices.
That said, I'd say experiment with them. Artificers have room for some shenanigans as well, especially if your DM lets' you make your own magic items for extra coin. (Keep in mind, you'd likely be crafting Common and Uncommon magic items for selling, as anything rarer would require hard-to-get materials.)
If multi-classing, keep in mind that spellcasting modifiers and DCs may be different between artificer and other class. An all-purpose tool would boost the artificer class spells, but others would be calculated differently.