I by no means have the best of the best, but here are some of my favorites. Also I'm not looking at how easy it is to scale these builds, but their quality at their individual levels. (apologies for the messy feature format ahead of time)
At Level 1: Early Infusion Expert
Point Buy: STR 10, DEX 14, CON 14, INT 16, WIS 10, CHA 8 Race: Mark of Making Human Background: Rune Carver
Artisan's Gift Artisan's Intuition Spellsmith + Mending + Magic Weapon (1/long rest free, no concentration) Spells of the Mark Rune Shaper (1/long rest free each, no materials) + Comprehend Languages + Armor of Agathys Magical Tinkering Spellcasting
Cantrips: Booming Blade Guidance + Mending
Prepared Spells (assuming 16 Intelligence) 1st: + Armor of Agathys (1/long rest free) Catapult + Comprehend Languages Cure Wounds Faerie Fire + Identify + Tenser's Floating Disk
2nd: + Magic Weapon (1/long rest free, no concentration)
With this build, I can cast Armor of Agathys as I'm entering a dangerous area or expect combat, but for free, first turn in combat I can cast Magic Weapon as a bonus action and follow it up with Booming Blade, probably using a handaxe. However, I will have an AC of 18 due to my shield and scale mail armor, too. Pretty decent power level at least.
Level 2: Shrub-mancer
Point Buy: STR 8, DEX 14, CON 14, INT 16, WIS 10, CHA 10 Race: Wood Elf Background: Quandrix Student
Darkvision (60 ft.) Fey Ancestry Keen Senses Trance Elf Weapon Training Fleet of Foot Mask of the Wild Strixhaven Initiate (Quandrix) + Druidcraft + Guidance + Healing Word (1/long rest free) Magical Tinkering Spellcasting (prepared:4) Infuse Item (infusions with an * beside them are in use for the build) - Enhanced Arcane Focus - Mind Sharpener - Replicate Magic Item: Bag of Holding* - Replicate Magic Item: Pot of Awakening*
Cantrips: + Druidcraft + Guidance Spare the Dying Thorn Whip
Prepared Spells 1st: Absorb Elements Cure Wounds + Entangle Faerie Fire + Guiding Bolt + Healing Word (1/long rest free) Sanctuary
Small plants require less air than humanoids, meaning I can grow 1 in my bag of holding for up to a day or so before i need to give it a water break and an air refill. Essentially I can constantly grow one, when it awakens, I'll take the shards to remake the pot using potter's tools, and have complete command of a new minion. They are best for scouting, distracting, as servants, and even attacking at this level once I have enough of them. Another sweet combo with this build is the awakened shrub ability False Appearance which means that each, when still, look like ordinary shrubs. Combine this ability with the Mask of the Wild wood elf feature and you can effectively infiltrate locations Solid Snake style. The shrubs aren't the best at combat, but I have a few options to protect and heal them between Healing Word, Sanctuary, Spare the Dying and Cure Wounds. Not to mention all the thematic attack options I have lol, as well as a longbow if need be. Of course I didn't design this build, but I find it very cool.
Level 3: Mounted Revenant
Point Buy: STR 8, DEX 14, CON 14, INT 16, WIS 10, CHA 10 Race: Gnome Revenant Background: Knight of Solamnia Subclass: Battle Smith
Darkvision (60 ft.) Gnome Cunning Relentless Nature - regeneration mid-combat - life insurance - and a determined goal Squire of Solamnia - reduced to 5 feet for mounting/dismounting - special attack bonuses Magical Tinkering Spellcasting (prepared:4) Infuse Item - Enhanced Defense* - Enhanced Weapon* - Mind Sharpener - Replicate Magic Item: Bag of Holding The Right Tool for the Job Battle Ready Steel Defender
This build is far less spell-heavy, but it makes up for it in sheer tankiness and determination. As a gnome, revenant or not, he can use his steel defender as a mount, however, he can also mount and dismount at a discount. On an average turn the gnome revenant can charge headfirst into battle, Booming Blade a few enemies aside, can use his squire of solamnia advantage and damage boost for the attack, and then have the steel defender attack. Gradual healing, defense options, and is tankier and stronger with enhanced gear. Assuming scale mail and shield, that's 19 AC, probably an enhanced warhammer (uses Intelligence for attacks), and a metallic warbeast for a mount. A pretty good deal.
Anyway, those are the first three I had in mind. What are your best bets for the strongest Artificer at each level? You don't have to drop a list XD, maybe one or more if you want.
Given the lack of martial weapons at 1st level, I tend to go Fire Bolt which packs a pretty good punch. Catapult is also a powerful spell at this level, but only having two slots means you have to really time your moment.
Magical Tinkering was a very interesting resource at first level. My character has a handful of ball bearings in her pocket and they can be useful for crowd control or distractions.
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I by no means have the best of the best, but here are some of my favorites. Also I'm not looking at how easy it is to scale these builds, but their quality at their individual levels. (apologies for the messy feature format ahead of time)
At Level 1: Early Infusion Expert
Point Buy: STR 10, DEX 14, CON 14, INT 16, WIS 10, CHA 8
Race: Mark of Making Human
Background: Rune Carver
Artisan's Gift
Artisan's Intuition
Spellsmith
+ Mending
+ Magic Weapon (1/long rest free, no concentration)
Spells of the Mark
Rune Shaper (1/long rest free each, no materials)
+ Comprehend Languages
+ Armor of Agathys
Magical Tinkering
Spellcasting
Cantrips:
Booming Blade
Guidance
+ Mending
Prepared Spells (assuming 16 Intelligence)
1st:
+ Armor of Agathys (1/long rest free)
Catapult
+ Comprehend Languages
Cure Wounds
Faerie Fire
+ Identify
+ Tenser's Floating Disk
2nd:
+ Magic Weapon (1/long rest free, no concentration)
With this build, I can cast Armor of Agathys as I'm entering a dangerous area or expect combat, but for free, first turn in combat I can cast Magic Weapon as a bonus action and follow it up with Booming Blade, probably using a handaxe. However, I will have an AC of 18 due to my shield and scale mail armor, too. Pretty decent power level at least.
Level 2: Shrub-mancer
Point Buy: STR 8, DEX 14, CON 14, INT 16, WIS 10, CHA 10
Race: Wood Elf
Background: Quandrix Student
Darkvision (60 ft.)
Fey Ancestry
Keen Senses
Trance
Elf Weapon Training
Fleet of Foot
Mask of the Wild
Strixhaven Initiate (Quandrix)
+ Druidcraft
+ Guidance
+ Healing Word (1/long rest free)
Magical Tinkering
Spellcasting (prepared:4)
Infuse Item (infusions with an * beside them are in use for the build)
- Enhanced Arcane Focus
- Mind Sharpener
- Replicate Magic Item: Bag of Holding*
- Replicate Magic Item: Pot of Awakening*
Cantrips:
+ Druidcraft
+ Guidance
Spare the Dying
Thorn Whip
Prepared Spells
1st:
Absorb Elements
Cure Wounds
+ Entangle
Faerie Fire
+ Guiding Bolt
+ Healing Word (1/long rest free)
Sanctuary
Small plants require less air than humanoids, meaning I can grow 1 in my bag of holding for up to a day or so before i need to give it a water break and an air refill. Essentially I can constantly grow one, when it awakens, I'll take the shards to remake the pot using potter's tools, and have complete command of a new minion. They are best for scouting, distracting, as servants, and even attacking at this level once I have enough of them. Another sweet combo with this build is the awakened shrub ability False Appearance which means that each, when still, look like ordinary shrubs. Combine this ability with the Mask of the Wild wood elf feature and you can effectively infiltrate locations Solid Snake style. The shrubs aren't the best at combat, but I have a few options to protect and heal them between Healing Word, Sanctuary, Spare the Dying and Cure Wounds. Not to mention all the thematic attack options I have lol, as well as a longbow if need be. Of course I didn't design this build, but I find it very cool.
Level 3: Mounted Revenant
Point Buy: STR 8, DEX 14, CON 14, INT 16, WIS 10, CHA 10
Race: Gnome Revenant
Background: Knight of Solamnia
Subclass: Battle Smith
Darkvision (60 ft.)
Gnome Cunning
Relentless Nature
- regeneration mid-combat
- life insurance
- and a determined goal
Squire of Solamnia
- reduced to 5 feet for mounting/dismounting
- special attack bonuses
Magical Tinkering
Spellcasting (prepared:4)
Infuse Item
- Enhanced Defense*
- Enhanced Weapon*
- Mind Sharpener
- Replicate Magic Item: Bag of Holding
The Right Tool for the Job
Battle Ready
Steel Defender
Cantrips:
Booming Blade
Mending
Prepared Spells
1st:
Cure Wounds
Faerie Fire
+ Heroism
Sanctuary
+ Shield
Tasha's Caustic Brew
This build is far less spell-heavy, but it makes up for it in sheer tankiness and determination. As a gnome, revenant or not, he can use his steel defender as a mount, however, he can also mount and dismount at a discount. On an average turn the gnome revenant can charge headfirst into battle, Booming Blade a few enemies aside, can use his squire of solamnia advantage and damage boost for the attack, and then have the steel defender attack. Gradual healing, defense options, and is tankier and stronger with enhanced gear. Assuming scale mail and shield, that's 19 AC, probably an enhanced warhammer (uses Intelligence for attacks), and a metallic warbeast for a mount. A pretty good deal.
Anyway, those are the first three I had in mind. What are your best bets for the strongest Artificer at each level? You don't have to drop a list XD, maybe one or more if you want.
These are interesting, thanks for sharing.
Given the lack of martial weapons at 1st level, I tend to go Fire Bolt which packs a pretty good punch. Catapult is also a powerful spell at this level, but only having two slots means you have to really time your moment.
Magical Tinkering was a very interesting resource at first level. My character has a handful of ball bearings in her pocket and they can be useful for crowd control or distractions.