I am currently playing a level 5 Armorer Artificer and am seriously contemplating dipping into Fighter for 3-4 levels to get Psi Warrior. Every level of Fighter is a bonus:
Fighting Style (Defensive or Dueling depending on if I want to hit harder or be harder to hit [leaning toward Defensive]) and Second Wind (another way to get HP on top of Defensive Field).
Action Surge: Can now punch four things or cast two leveled spells in one round (SAC confirmed).
Psi Warrior: Can reduce damage (on me or a friend), hit harder, or move objects/willing people 2 x PB + (1 x short rest) per day that scale off of Int (currently at 18)
ASI/Feat if I take it this far
I know this delays my spell slot progression, but my party already has a Warlock, Cleric, and Ranger, so we're not short on magic. My only question now is, when do I dip? Tool Expertise is pretty underwhelming, and Flash of Genius is good, but that's two levels away. The biggest thing I'm delaying is infusions, and this would take some nice ones off of the table.
We are only going to level 13-15, so I'm not getting Soul of Artifice anyway. Does anyone else have any reasons why I shouldn't do this/it wouldn't work?
Flash of Genius and Spell Storing Item are a lot to delay or give up. Maybe you can get part of the flavor plus another +1 to INT with the Telekinetic feat instead? It doesn’t get you a lot of what you are highlighting, but it’s pretty solid for both Armorer modes to force movement of friends or foes.
Another dip to consider is War Wizard. You only need to dip two levels to get Arcane Deflection, which is in some ways better than the Psi Warrior damage reduction and not limited by psi dice. Plus it’s SAD and you’ll get access to a lot more spells. It gives your party a Wizard, too, which is the one area you are lacking in spells.
Artificer is one of the classes that doesn't really gain anything from multiclassing. Most of the things you want can also be achieved just from pure Artificer:
Just take the Fighting Initiate feat. As for second wind, unless you go deep into Fighter then the HP regained will be quite low. As an Amourer you can get enough infusions to hvae enhanced defence and enhanced weapon so you don't really need duelling or Defensive anyway. :)
Casting more spells mean you run out of them quicker and as a half-caster you have even fewer spell slots. If you want to punch more you will get Haste at level 9 which lasts longer than Action Surge.
Just use Levitate. Or take the Telekinetic feat.
No real difference from Artificer if you only take 4 levels of Fighter.
Psi Warrior IS a good class but you have to give up A LOT of really cool and useful Artificer abilities to get it. If your goal is to play a an Artificer I'd say just stick with artificer. However, if you want to play a Psi Warrior with some Artificer levels, that's a different story all together. You just have to pick which you want more.
So, I built it out to see what I gain and what I'm missing:
You miss four levels of Artificer which is never a good thing. Again, if you want a cool fighter with some Artificer stuff tacked on, that's cool. But if you want a cool artificer you'll lose everything for each level of Artificer you don't take.
Levitate is more powerful than any comparable Psi Warrior feature though.
I feel ya. Being a HUGE Cable fan, I really latched on to this video from Tulok the Barbarian. Here, he tries to re-create Cable for D&D5e. He starts with Fighter with Psi-Warrior for 5 levels and then goes Artificer Artillerist for the rest. And it comes off pretty badass to me. Check it out for yourself and it may give you some ideas.
So, I built it out to see what I gain and what I'm missing:
You miss four levels of Artificer which is never a good thing. Again, if you want a cool fighter with some Artificer stuff tacked on, that's cool. But if you want a cool artificer you'll lose everything for each level of Artificer you don't take.
Levitate is more powerful than any comparable Psi Warrior feature though.
What if I want a cool Artificer with some Psi Warrior stuff tacked on?
Then you will miss out on a lot of cool Artificer stuff.
Why is that not an option?
No-one said it wasn't.
I guess I didn't realize that dipping into Fighter took away all of my Artificer features and left me with a level 9 character with only 4 levels of any class. Could you point out what specifically you think I'm sacrificing instead of saying "You lose everything, you're stupid, and you should feel bad."
No-one has said that, so no need to be rude and pretende someone did. But as I explained to you, based on your original post that you contemplated taking levels of Psi warrior for your artifice build and you asked if there were any reasons why you shouldn't. I answered your question. Maybe I misinterpreted and assumed that you wanted honest answers to your questions, so be it, but if you don't like the answers you getm that's on you.
I feel ya. Being a HUGE Cable fan, I really latched on to this video from Tulok the Barbarian. Here, he tries to re-create Cable for D&D5e. He starts with Fighter with Psi-Warrior for 5 levels and then goes Artificer Artillerist for the rest. And it comes off pretty badass to me. Check it out for yourself and it may give you some ideas.
Cable build starts at the 10:22 mark.
Yeah, this is a really cool Fighter supported by artificer build.
I’ve been looking at artificer builds for the first time after putting them off for a long time now. Every theory build I make seems that focusing on Artificer levels is better than a multiclass dip.
The fact a Psi fighter is based on Intelligence seems like a good choice, but I don’t fancy it. If you’re only going to level 15, I’d suggest staying as a single class. The level 9 ability for Armourer really opens up some power and utility bonuses. Level 10 grants you some nice infusions (flying boots, cloak of protection). Level 11 unlocks the spell storing item, which is pretty handy for whole party invisibility. Additionally, Haste + spell storing item(cure wounds) seems like a much better option than one second wind a short rest. Unless I’m mistaken you can use the extra action from haste to use the spell storing item.
You would still have access to all that by the end of the game even with a 4 level dip.. But do you really wanna put all that good stuff off right till the very end? It seems like those 3 levels are such a core requirement to make use of artificers properly.
I would suggest a few wizard levels is a strong multiclass dip for the artificer. The benefits of having higher level slots to up-cast into is strong. Not to mention wizards can use rituals without having them prepared, only if they have them learned in their book. Which gives you more flexibility with your Artificer spell selection as they need to prepare their rituals to be able to cast them as rituals. And it only takes 2 levels of wizard to get their first subclass ability. The war wizard is probably your best bet as an Armourer. I like the theme of having that shielding projected from the armour. That being said, I still don’t think delaying your artificer level 11 is worth it, take these levels afterwards.
"But if you want a cool artificer you'll lose everything for each level of Artificer you don't take." This you?
I guess I didn't think I needed to say that I don't need you to tell me that I won't get Artificer features for Artificer levels I don't take. My questions was if there were any compelling reasons why missing those features in favor of the Fighter Psi Warrior features would be hamstringing or debilitating. All that you have said is "If you only take 5 levels of Artificer, you'll only get up to level 5 Artificer class features." which I figured out on my own, thanks.
Is the a reason why you feel the need to become hostile? If honest answers to your questions wasn't what you wanted then perhaps you shouldn't ask them?
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I am currently playing a level 5 Armorer Artificer and am seriously contemplating dipping into Fighter for 3-4 levels to get Psi Warrior. Every level of Fighter is a bonus:
I know this delays my spell slot progression, but my party already has a Warlock, Cleric, and Ranger, so we're not short on magic. My only question now is, when do I dip? Tool Expertise is pretty underwhelming, and Flash of Genius is good, but that's two levels away. The biggest thing I'm delaying is infusions, and this would take some nice ones off of the table.
We are only going to level 13-15, so I'm not getting Soul of Artifice anyway. Does anyone else have any reasons why I shouldn't do this/it wouldn't work?
Either now at 5 if you dont plan tk return.
Or 9 if you just want the short dip.
Honestly though I'd alternate somewhat. Snag 1 soon and move on for a while then return
Flash of Genius and Spell Storing Item are a lot to delay or give up. Maybe you can get part of the flavor plus another +1 to INT with the Telekinetic feat instead? It doesn’t get you a lot of what you are highlighting, but it’s pretty solid for both Armorer modes to force movement of friends or foes.
Another dip to consider is War Wizard. You only need to dip two levels to get Arcane Deflection, which is in some ways better than the Psi Warrior damage reduction and not limited by psi dice. Plus it’s SAD and you’ll get access to a lot more spells. It gives your party a Wizard, too, which is the one area you are lacking in spells.
Artificer is one of the classes that doesn't really gain anything from multiclassing. Most of the things you want can also be achieved just from pure Artificer:
Psi Warrior IS a good class but you have to give up A LOT of really cool and useful Artificer abilities to get it. If your goal is to play a an Artificer I'd say just stick with artificer. However, if you want to play a Psi Warrior with some Artificer levels, that's a different story all together. You just have to pick which you want more.
You miss four levels of Artificer which is never a good thing. Again, if you want a cool fighter with some Artificer stuff tacked on, that's cool. But if you want a cool artificer you'll lose everything for each level of Artificer you don't take.
Levitate is more powerful than any comparable Psi Warrior feature though.
I feel ya. Being a HUGE Cable fan, I really latched on to this video from Tulok the Barbarian. Here, he tries to re-create Cable for D&D5e. He starts with Fighter with Psi-Warrior for 5 levels and then goes Artificer Artillerist for the rest. And it comes off pretty badass to me. Check it out for yourself and it may give you some ideas.
Cable build starts at the 10:22 mark.
Then you will miss out on a lot of cool Artificer stuff.
No-one said it wasn't.
No-one has said that, so no need to be rude and pretende someone did. But as I explained to you, based on your original post that you contemplated taking levels of Psi warrior for your artifice build and you asked if there were any reasons why you shouldn't. I answered your question. Maybe I misinterpreted and assumed that you wanted honest answers to your questions, so be it, but if you don't like the answers you getm that's on you.
Yeah, this is a really cool Fighter supported by artificer build.
I’ve been looking at artificer builds for the first time after putting them off for a long time now. Every theory build I make seems that focusing on Artificer levels is better than a multiclass dip.
The fact a Psi fighter is based on Intelligence seems like a good choice, but I don’t fancy it. If you’re only going to level 15, I’d suggest staying as a single class. The level 9 ability for Armourer really opens up some power and utility bonuses. Level 10 grants you some nice infusions (flying boots, cloak of protection). Level 11 unlocks the spell storing item, which is pretty handy for whole party invisibility. Additionally, Haste + spell storing item(cure wounds) seems like a much better option than one second wind a short rest. Unless I’m mistaken you can use the extra action from haste to use the spell storing item.
You would still have access to all that by the end of the game even with a 4 level dip.. But do you really wanna put all that good stuff off right till the very end? It seems like those 3 levels are such a core requirement to make use of artificers properly.
I would suggest a few wizard levels is a strong multiclass dip for the artificer. The benefits of having higher level slots to up-cast into is strong. Not to mention wizards can use rituals without having them prepared, only if they have them learned in their book. Which gives you more flexibility with your Artificer spell selection as they need to prepare their rituals to be able to cast them as rituals. And it only takes 2 levels of wizard to get their first subclass ability. The war wizard is probably your best bet as an Armourer. I like the theme of having that shielding projected from the armour. That being said, I still don’t think delaying your artificer level 11 is worth it, take these levels afterwards.
Is the a reason why you feel the need to become hostile? If honest answers to your questions wasn't what you wanted then perhaps you shouldn't ask them?