TLDR - This build has - Insane HP (Tough feat, solid CON mod) - decent defense reactions on demand (Shield spell, Uncanny Dodge, Evasion, etc.), - respectable damage (Rapier + BB + BB extra + EC + SA), with low-level Fireball + 1d8 for AoE - minor crowd control (Ray of Frost, EC knockback, Wall of Wind), - Ghetto heals (EC and Cure Wounds) - Buffs in a pinch (Haste) - (Potentially) Not-quite-Tabaxi Movement without provoking AoC
This build started as a Vash the Stampede type character. Some of it still is Vash, but the character has developed into her own at this point. Really, I just wanted to legitimately dual-wield pistols. And the only way to do that, was by turning the Artificer's Eldritch Cannon an Eldritch Hand Cannon...Dirty Harry Style.
Which is awesome. The Hand Cannon is better than Telekinesis because it doesn't cost a feat and it deals 2d8 damage. Dual-wielding pistols is cool and flavorful, but being able to consistently force BB extra damage (or lockdown a melee baddie), without a feat (though you'd be rolling at disadvantage without Gunner), without spending resources, and with SA damage to boot, is amazing. And after running the numbers between dual-wield pistol and BB+EC, the BB+EC combo was 30% higher. So, whereas ranged combat damage (pistol + EC) is average, melee damage is nice...very nice. Stack on a Haste, and things start getting crazy.
For progression, I'd personally start with Rogue, to maximize skills and expertise, but going Artificer 1 is fine. The real reason you want rogue is for the Sneak Attack. So going Rogue first also gets you that sweet SA sooner.
The reason you go Artificer 9, is to get the extra 1d8 on your Eldritch Hand Cannon. I'm not personally interested in a non-hand cannon, and I'd rather have an extra 1d6 SA from Rogue 11, than the extra item attunement from Artificer 10. If support is more important to you, take is to Artificer 12 and pick up Spell Storing Item and an extra ASI. I wanted 2d6 more SA.
Then, you just keep the Eldritch Hand Cannon with you, and after BB with a rapier (+SA), you BA with the EC, knocking back 5 ft. Now it has to move to attack anyone, meaning you also get your extra thunder damage. Or it sits the round out, and you rinse n repeat.
The "Eldritch Gunslinger" comes online (w/ disadvantage) at Rogue 1/Artificer 3 (or just Artificer 3, but no SA), but you really need a "no long-range disadvantage" feat to really start having fun, so Rogue 1/Artificer 4 is where you want to be. Take Gunner, because of the +1 DEX, and because your bonus action is already taken by your EC, which you're holding in your hand...an Eldritch Hand Cannon. So XBE does you no good, since our hand cannon is 2d8 to the face, push that sh*t back 5ft.
Once you get Artificer 4, Just prioritize your feats/skills up to whatever level the campaign reaches. Artificer 9 adds 1d8 to your Hand Cannon. Every two levels of rogue gets you an extra 1d6 on the SA. My progression is: Bacground: Wildspacer (begin with Tough feat) R1 (feat (Tough), 1d6 SA)
Art 1 - 5 (Cantrips (BB, Ray of Frost) Class - Artillerist, Eldritch Canon, ASI (Gunner), Arcane Firearm)
R2-5 (Class - Assassin, ASI (Elven Accuracy), Uncanny Dodge, 3d6 SA) There's tremendous value in Arcane firearm, especially with a consistent source of Haste. Take Ray of Frost as your other cantrip, and you can use your Hasted action to fire 2d8 cold damage plus an extra 1 d8 from arcane firearm (3d8) while slowing the target by 10ft.
I thought about Swashbuckler, but adding CHA to the mix is too MAD, and the Hand Cannon basically functions as a disengage w/ damage...
Scout is a solid choice for the movement advantages. It also gives you your disengage if the Hand Cannon misses. There's also a strong case to be made for going Scout and replacing the Gunner feat, as you wouldn't need the EC pushback to move without AoC.
I went with Assassin because I like seeing big numbers from surprise damage.
Art 6-9 (EC +1d8, 3d8 exploding EC, ASI (Fey Touched)) *You could also go all the way to Art 12 here if you want spell storing item and an extra ASI. I wanted an extra 3d6 SA.*
R5-11 (ASI (Piercer), ASI (Skilled), 6d6 SA)
If you don't like my feat choices, stack INT and DEX as you see fit.
In your prime, you should be able to lockdown, or cause a world of hurt, to pretty much any single target. The turn goes something like:
Action (BB) --> BA (EC) --> Hasted Action (Ray of Frost). Notice, all of this costs no resources (someone else should honestly be hasting you).
For Reaction, you may have any of Silvery Barbs, Shield, Uncanny Dodge, Movement (no AoC) etc.
With Scout class, or Mobile feat, you could also have a move action without AoC.
Super fun build. Let's you play a dual-wield "Gunslinger" RAW.
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TLDR - This build has
- Insane HP (Tough feat, solid CON mod)
- decent defense reactions on demand (Shield spell, Uncanny Dodge, Evasion, etc.),
- respectable damage (Rapier + BB + BB extra + EC + SA), with low-level Fireball + 1d8 for AoE
- minor crowd control (Ray of Frost, EC knockback, Wall of Wind),
- Ghetto heals (EC and Cure Wounds)
- Buffs in a pinch (Haste)
- (Potentially) Not-quite-Tabaxi Movement without provoking AoC
This build started as a Vash the Stampede type character. Some of it still is Vash, but the character has developed into her own at this point. Really, I just wanted to legitimately dual-wield pistols. And the only way to do that, was by turning the Artificer's Eldritch Cannon an Eldritch Hand Cannon...Dirty Harry Style.
Which is awesome. The Hand Cannon is better than Telekinesis because it doesn't cost a feat and it deals 2d8 damage. Dual-wielding pistols is cool and flavorful, but being able to consistently force BB extra damage (or lockdown a melee baddie), without a feat (though you'd be rolling at disadvantage without Gunner), without spending resources, and with SA damage to boot, is amazing. And after running the numbers between dual-wield pistol and BB+EC, the BB+EC combo was 30% higher. So, whereas ranged combat damage (pistol + EC) is average, melee damage is nice...very nice. Stack on a Haste, and things start getting crazy.
For progression, I'd personally start with Rogue, to maximize skills and expertise, but going Artificer 1 is fine. The real reason you want rogue is for the Sneak Attack. So going Rogue first also gets you that sweet SA sooner.
The reason you go Artificer 9, is to get the extra 1d8 on your Eldritch Hand Cannon. I'm not personally interested in a non-hand cannon, and I'd rather have an extra 1d6 SA from Rogue 11, than the extra item attunement from Artificer 10. If support is more important to you, take is to Artificer 12 and pick up Spell Storing Item and an extra ASI. I wanted 2d6 more SA.
Then, you just keep the Eldritch Hand Cannon with you, and after BB with a rapier (+SA), you BA with the EC, knocking back 5 ft. Now it has to move to attack anyone, meaning you also get your extra thunder damage. Or it sits the round out, and you rinse n repeat.
The "Eldritch Gunslinger" comes online (w/ disadvantage) at Rogue 1/Artificer 3 (or just Artificer 3, but no SA), but you really need a "no long-range disadvantage" feat to really start having fun, so Rogue 1/Artificer 4 is where you want to be. Take Gunner, because of the +1 DEX, and because your bonus action is already taken by your EC, which you're holding in your hand...an Eldritch Hand Cannon. So XBE does you no good, since our hand cannon is 2d8 to the face, push that sh*t back 5ft.
Once you get Artificer 4, Just prioritize your feats/skills up to whatever level the campaign reaches. Artificer 9 adds 1d8 to your Hand Cannon. Every two levels of rogue gets you an extra 1d6 on the SA.
My progression is:
Bacground: Wildspacer (begin with Tough feat)
R1 (feat (Tough), 1d6 SA)
Art 1 - 5 (Cantrips (BB, Ray of Frost) Class - Artillerist, Eldritch Canon, ASI (Gunner), Arcane Firearm)
R2-5 (Class - Assassin, ASI (Elven Accuracy), Uncanny Dodge, 3d6 SA)
There's tremendous value in Arcane firearm, especially with a consistent source of Haste. Take Ray of Frost as your other cantrip, and you can use your Hasted action to fire 2d8 cold damage plus an extra 1 d8 from arcane firearm (3d8) while slowing the target by 10ft.
I thought about Swashbuckler, but adding CHA to the mix is too MAD, and the Hand Cannon basically functions as a disengage w/ damage...
Scout is a solid choice for the movement advantages. It also gives you your disengage if the Hand Cannon misses. There's also a strong case to be made for going Scout and replacing the Gunner feat, as you wouldn't need the EC pushback to move without AoC.
I went with Assassin because I like seeing big numbers from surprise damage.
Art 6-9 (EC +1d8, 3d8 exploding EC, ASI (Fey Touched)) *You could also go all the way to Art 12 here if you want spell storing item and an extra ASI. I wanted an extra 3d6 SA.*
R5-11 (ASI (Piercer), ASI (Skilled), 6d6 SA)
If you don't like my feat choices, stack INT and DEX as you see fit.
In your prime, you should be able to lockdown, or cause a world of hurt, to pretty much any single target. The turn goes something like:
Super fun build. Let's you play a dual-wield "Gunslinger" RAW.