At my table we've HB'ed that evocation wizards 2nd and 6th level abilities are swapped, as the new version is doing lol. I have been dying to play a magical gunslinger for a couple years and we are starting a new game and I'm going to take the opportunity to try and play that. We are starting at level 3 or 5, we haven't decided the overall campaign yet so we'll be told the starting level in a couple weeks when we do our session 0, but I digress. I want to build an artificer artillerist heavy multi-class with an evo wizard. Think Percy De Rolo but as an artillerist with a dip for 2-3 level in evo wizard. So my question is what is probably the best level progression for this kind of build?
I'd say start as artificer and take it up to 5 first. Starting as artificer gets you constitution saves and armor. Staying with it to 5th level gets you 2nd level spells, and the Arcane Firearm feature that makes them hit like they were cast a level higher. Then you're pretty safe to make your dip. If you take the wizard levels earlier than that, you end up stuck with only first-level spells when the other spellcasters are getting their third-level spells.
One issue to note, is that the artillerist's arcane firearm only affects artificer spells. Though it sounds like this might be a rule you could convince your DM to bend.
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At my table we've HB'ed that evocation wizards 2nd and 6th level abilities are swapped, as the new version is doing lol. I have been dying to play a magical gunslinger for a couple years and we are starting a new game and I'm going to take the opportunity to try and play that. We are starting at level 3 or 5, we haven't decided the overall campaign yet so we'll be told the starting level in a couple weeks when we do our session 0, but I digress. I want to build an artificer artillerist heavy multi-class with an evo wizard. Think Percy De Rolo but as an artillerist with a dip for 2-3 level in evo wizard. So my question is what is probably the best level progression for this kind of build?
I'd say start as artificer and take it up to 5 first. Starting as artificer gets you constitution saves and armor. Staying with it to 5th level gets you 2nd level spells, and the Arcane Firearm feature that makes them hit like they were cast a level higher. Then you're pretty safe to make your dip. If you take the wizard levels earlier than that, you end up stuck with only first-level spells when the other spellcasters are getting their third-level spells.
One issue to note, is that the artillerist's arcane firearm only affects artificer spells. Though it sounds like this might be a rule you could convince your DM to bend.