I think something else to keep in mind is that, as an Artificer, the number of spells you can prepare each day is dependent on your INT stat. So even if you're going out of your way to focus on utility spells that don't require spell saves or attacks, you'll still have a lot less ability to take advantage of those utility spells since you could find yourself in a situation where you only have 1 or 2 spells prepared.
I’d be more worried about spells in those first 10 levels saves if Artificer had any spells that used them. As it is, there are really only 3 in the base class spell list before level 9, and then only 1 more before building the headband of intellect. In fact, the spell list all the way to 20 is pretty bereft of attack spells and saving throw spells.
limited preparation choice is a pain, but with only a handful of spellslots, subclass spell lists, and infusions to rely on, it’s not that devastating.
Web is a nice control spell, but to be frank a half caster isn’t going to be using damaging spells as a go to. It’s why the class gets extra attack.
if I do this, I would probably focus dex as an armorer or stay at 16 strength as a battle smith and pick up heavy weapon master to focus on using those smite spells
This works much better if you're maining dex as an infiltrator, especially if the DM allows you to count the lightning launcher as a one handed weapon for purposes of crossbow expert. If you do go str you can lean on magic missile for ranged damage. The armorer spell list is actually pretty good for ignoring int.
Basically going Armorer, dumping intelligence, and focusing dex or Strength until you hit level 10 to build a headband of intellect?
It looks fun, but Im not sure how awkward those first 10 levels might be to play.
If you go with Dex as your main stat, pick up the Reloading Weapon Infusion at level 2 for the Light Crossbow you start out with (upgrade to a Musket if available in your campaign). That will cover your ranged damage output without needing Intelligence. For your spells and other infusions choose ones that buff you or your allies that don't rely on your Intelligence.
If you go with Artillerist instead of Armorer, you can put Shatter as your Spell-Storing item on the weapon bearing your Reloading Infusion to effectively make it double as a grenade launcher.
Basically going Armorer, dumping intelligence, and focusing dex or Strength until you hit level 10 to build a headband of intellect?
It looks fun, but Im not sure how awkward those first 10 levels might be to play.
If you go with Dex as your main stat, pick up the Reloading Weapon Infusion at level 2 for the Light Crossbow you start out with (upgrade to a Musket if available in your campaign). That will cover your ranged damage output without needing Intelligence. For your spells and other infusions choose ones that buff you or your allies that don't rely on your Intelligence.
If you go with Artillerist instead of Armorer, you can put Shatter as your Spell-Storing item on the weapon bearing your Reloading Infusion to effectively make it double as a grenade launcher.
Except your spell save for Shatter will be abysmal without the Headband of Intellect. And what happens if you lose it or it gets taken away? You'll have to sleep with it on to prepare enough spells, because your Int is only 19 while wearing it. There is just SO MUCH that can go wrong with this that really doesn't make it worth it.
You get the Headband of Intellect at Level 10, and Shatter in your Spell-storing Item at Level 11, so you'll never be using Shatter with less than a 19 Intelligence. Also remember that it still deals half damage on a failed save, so it's guaranteed damage.
You also seem to forget that the build concept I presented uses either a Light Crossbow or a Firearm as the primary means of damage, both of which are Dex-based, which is the character's highest ability score, so the character isn't reliant on anything Int-based until L10, when the Headband of Intellect is acquired.
And what are you on about "You'll have to sleep with it on..." Why would you ever take the Headband of Intellect off?
The OP asked about viable ways to make a very non-optimized concept work, and that's what I provided options for.
Phoaaaarr, I gotta say, a non-INT artificer sounds like a hot mess to me. I mean, Im the guy who adores the alchemist subclass while everyone else hates on it, so dont listen to me, but it sounds like trying a sorcerer with low CHA, or those CHA only paladin builds I read about way back when.
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Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
I mean, a sorcerer without charisma basically can't do anything, while an artificer with low intelligence can fix that at level 10 and is basically an Eldritch Knight until then.
I mean, a sorcerer without charisma basically can't do anything, while an artificer with low intelligence can fix that at level 10 and is basically an Eldritch Knight until then.
I mean, sure ... but it's not like level 10 is "soon" haha Dont get me wrong though, Im not knocking your fun if you can make it work! As long as the player is having fun. As I said, Im the (only) guy who reeeaaally enjoys the alchemist so Im not about to yuck anyone's yum. haha
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
It might be worth it if you're playing a campaign that already starts at a higher level where you have/can create the headband already, but too many Artificer features and spells rely on that intelligence score being the primary statistic leading up to that point. If you're only taking a few levels of artificer as a multiclass to get some infusions or a subclass it's not that bad, but remember, if you dump Intelligence, RAW you cannot multiclass out of Artificer.
I'm all for unoptimized and quirky builds for the sake of roleplay and fun, but deliberately gimping yourself for the sake of a gimmick just makes you dead weight at a table and not fun to play with.
Basically going Armorer, dumping intelligence, and focusing dex or Strength until you hit level 10 to build a headband of intellect?
It looks fun, but Im not sure how awkward those first 10 levels might be to play.
I think something else to keep in mind is that, as an Artificer, the number of spells you can prepare each day is dependent on your INT stat. So even if you're going out of your way to focus on utility spells that don't require spell saves or attacks, you'll still have a lot less ability to take advantage of those utility spells since you could find yourself in a situation where you only have 1 or 2 spells prepared.
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I’d be more worried about spells in those first 10 levels saves if Artificer had any spells that used them. As it is, there are really only 3 in the base class spell list before level 9, and then only 1 more before building the headband of intellect. In fact, the spell list all the way to 20 is pretty bereft of attack spells and saving throw spells.
limited preparation choice is a pain, but with only a handful of spellslots, subclass spell lists, and infusions to rely on, it’s not that devastating.
Web is a nice control spell, but to be frank a half caster isn’t going to be using damaging spells as a go to. It’s why the class gets extra attack.
if I do this, I would probably focus dex as an armorer or stay at 16 strength as a battle smith and pick up heavy weapon master to focus on using those smite spells
This works much better if you're maining dex as an infiltrator, especially if the DM allows you to count the lightning launcher as a one handed weapon for purposes of crossbow expert. If you do go str you can lean on magic missile for ranged damage. The armorer spell list is actually pretty good for ignoring int.
It would invalidate the Flash of Genius feature at 7th level, which is a really good feature.
It wouldn’t be a total invalidation. You have the one guaranteed use to give a -1 to anyone within 30 ft of you
Um, ok. Have fun.
If you go with Dex as your main stat, pick up the Reloading Weapon Infusion at level 2 for the Light Crossbow you start out with (upgrade to a Musket if available in your campaign). That will cover your ranged damage output without needing Intelligence. For your spells and other infusions choose ones that buff you or your allies that don't rely on your Intelligence.
If you go with Artillerist instead of Armorer, you can put Shatter as your Spell-Storing item on the weapon bearing your Reloading Infusion to effectively make it double as a grenade launcher.
You get the Headband of Intellect at Level 10, and Shatter in your Spell-storing Item at Level 11, so you'll never be using Shatter with less than a 19 Intelligence. Also remember that it still deals half damage on a failed save, so it's guaranteed damage.
You also seem to forget that the build concept I presented uses either a Light Crossbow or a Firearm as the primary means of damage, both of which are Dex-based, which is the character's highest ability score, so the character isn't reliant on anything Int-based until L10, when the Headband of Intellect is acquired.
And what are you on about "You'll have to sleep with it on..." Why would you ever take the Headband of Intellect off?
The OP asked about viable ways to make a very non-optimized concept work, and that's what I provided options for.
Phoaaaarr, I gotta say, a non-INT artificer sounds like a hot mess to me. I mean, Im the guy who adores the alchemist subclass while everyone else hates on it, so dont listen to me, but it sounds like trying a sorcerer with low CHA, or those CHA only paladin builds I read about way back when.
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
I mean, a sorcerer without charisma basically can't do anything, while an artificer with low intelligence can fix that at level 10 and is basically an Eldritch Knight until then.
I mean, sure ... but it's not like level 10 is "soon" haha Dont get me wrong though, Im not knocking your fun if you can make it work! As long as the player is having fun. As I said, Im the (only) guy who reeeaaally enjoys the alchemist so Im not about to yuck anyone's yum. haha
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
It might be worth it if you're playing a campaign that already starts at a higher level where you have/can create the headband already, but too many Artificer features and spells rely on that intelligence score being the primary statistic leading up to that point. If you're only taking a few levels of artificer as a multiclass to get some infusions or a subclass it's not that bad, but remember, if you dump Intelligence, RAW you cannot multiclass out of Artificer.
I'm all for unoptimized and quirky builds for the sake of roleplay and fun, but deliberately gimping yourself for the sake of a gimmick just makes you dead weight at a table and not fun to play with.