I've been looking into the artificer armorer and arcane trickster.... as a multiclass i was thinking of going 11in artificer and 9 in rogue following the arcane trickster tree my thoughts on the build.
Reasons for the split build Infiltrator armor Dampening field. Expanded field of spells. Magic tinkering items Use to cause a distraction for rogue skills like mage hand to move a lighted stone around to prompt a sneak attack on a distracted enemy. also adding addition attack using the artificer tree. the eventual scimitar of speed. adding a 3rd. Infusions to boost the stats to the armor. higher survivability with the stronger armor, extra magic item attunement, the ability to make a spell storing item at (lvl 11 arti) use of a friend or a homunculus to use magical ambush at lvl 9 trickster. uncanny dodge from rogue. the movement speed increase from the infiltrator armor, it just stacks really nicely with the arcane trickster spells and artificer infusions and spell list not to mention the stat increases per each class should balance out nicely as it progresses
If its a level 20 oneshot, i suppose . Artificer is good for a 3 level dip for armorer so you can run around in plate. But if youre playing a rogue, youll max your dex and could wear studded leather. But then it will be tough to also max your int for artificer stuff.,
I suppose you could max your int and use your lightning launcher for sneak attack since its a simple ranges weapon. But then youre a rogue who cant pick pockets or locks?
I've been looking into the artificer armorer and arcane trickster.... as a multiclass i was thinking of going 11in artificer and 9 in rogue following the arcane trickster tree my thoughts on the build.
Reasons for the split build Infiltrator armor Dampening field. Expanded field of spells. Magic tinkering items Use to cause a distraction for rogue skills like mage hand to move a lighted stone around to prompt a sneak attack on a distracted enemy. also adding addition attack using the artificer tree. the eventual scimitar of speed. adding a 3rd. Infusions to boost the stats to the armor. higher survivability with the stronger armor, extra magic item attunement, the ability to make a spell storing item at (lvl 11 arti) use of a friend or a homunculus to use magical ambush at lvl 9 trickster. uncanny dodge from rogue. the movement speed increase from the infiltrator armor, it just stacks really nicely with the arcane trickster spells and artificer infusions and spell list not to mention the stat increases per each class should balance out nicely as it progresses
what do you think any suggestions or critiques?
Okay, just trying to break down what you're looking for here (I am assuming we're doing 2024 rules, for the record):
Infiltrator Armor's Dampening Field giving you advantage on Dexterity (Stealth) checks, and a 5-foot speed boost.
Expanded spell list (Level 11 Artificer plus Level 9 Rogue would get access to 5th-level spell slots, as well as 3rd-level Artificer spells and 2nd-level Wizard spells).
Using Magical Tinkering to create distractions for your rogue (an example would be using Magical Tinkering to create a ball of light that you could manipulate with the invisible Mage Hand granted by Arcane Trickster).
The ability to use a Scimitar of Speed (? not really sure how this factors into the build other than it being a fun weapon).
The Extra Attack feature of the Armorer subclass, increased armor effectiveness with the Armorer subclass, being able to attune extra magical items, Spell-Storing items (just grouping these together as they are all Armorer class features)
Being able to craft a Homunculus to aid in Magical Ambush.
Uncanny Dodge.
One at a time:
The Infiltrator Armorer's Dampening Field and 5-foot speed boost would make you considerably more effective as a sneaky little guy, and a speed boost is always helpful as a Rogue. I'd like to speak to the MAD argument that SunIsGettingRealLow made: I don't think it's prohibitive, a well-built character using a standard array could have 16's in DEX and INT to start, and you could easily achieve 20 in one of those stats with an ASI, but because you're going 9/11 and not 8/12, you WILL lose out on one ASI that you could have used to go 20/20 in DEX/INT. This is a drawback you'll have to consider (unless you're using a more elite ability array, or are rolling ability scores).
From a Rogue standpoint, it wouldn't expand your spell list THAT much. Artificer spells are largely utility spells, most of which are available to Wizards. There are some valuable exceptions, like Guidance and Healing Word, but you're not going to get the full array of spells a Wizard would. Kind of up to you. From a pure Artificer perspective, you're obviously losing access to full spell levels, so it's up to you if the rogue dip is worth it.
Perfectly reasonable, fun way to create distractions. A LOT of tradeoff for something that's not much different than throwing a rock, but again, flavor is important, it's up to you.
I don't know? The weapon is cool? You could use it as a Rogue without being an Artificer? Is there a reason being a multiclass makes this better I don't know about?
Artificer class features are good. You'll be trading off Rogue class features, which are also good. So it's up to you whether you want to do that or not.
This one I want to speak to specifically, because I think maybe you don't know how Magical Ambush works. You don't get the benefit of Magical Ambush whenever you would gain the benefit of Sneak Attack. You specifically only get the benefit of Magical Ambush if you have the Invisible condition when you cast a spell on a creature. Having a homunculus or a friend nearby will not make a difference. The advantage to Dexterity (Stealth) checks granted by Infiltrator armor will make you more successful at taking the Hide action to becomeInvisible, but I'd encourage you to make sure you understand how the class feature works before you fully commit to it. Also bears mentioning that, while you cannot cast Homunculus Servant as a pure Arcane Trickster, you could pick up Find Familiar as one of your Wizard spells to guarantee you always have a little buddy to help you Sneak Attack.
Rogue class features are good. You'll be trading off Artificer class features, which are also good. So it's up to you whether you want to do that or not.
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hi guys and gals,
I've been looking into the artificer armorer and arcane trickster.... as a multiclass i was thinking of going 11in artificer and 9 in rogue following the arcane trickster tree my thoughts on the build.
Reasons for the split build Infiltrator armor Dampening field. Expanded field of spells. Magic tinkering items Use to cause a distraction for rogue skills like mage hand to move a lighted stone around to prompt a sneak attack on a distracted enemy. also adding addition attack using the artificer tree. the eventual scimitar of speed. adding a 3rd. Infusions to boost the stats to the armor. higher survivability with the stronger armor, extra magic item attunement, the ability to make a spell storing item at (lvl 11 arti) use of a friend or a homunculus to use magical ambush at lvl 9 trickster. uncanny dodge from rogue. the movement speed increase from the infiltrator armor, it just stacks really nicely with the arcane trickster spells and artificer infusions and spell list not to mention the stat increases per each class should balance out nicely as it progresses
what do you think any suggestions or critiques?
If its a level 20 oneshot, i suppose . Artificer is good for a 3 level dip for armorer so you can run around in plate. But if youre playing a rogue, youll max your dex and could wear studded leather. But then it will be tough to also max your int for artificer stuff.,
I suppose you could max your int and use your lightning launcher for sneak attack since its a simple ranges weapon. But then youre a rogue who cant pick pockets or locks?
The build could be a bit MAD.
Okay, just trying to break down what you're looking for here (I am assuming we're doing 2024 rules, for the record):
One at a time: