How would you build the most powerful artificer in 5.5e? Which subclass would you choose? Which spells, feats, species, etc would you choose?
(Artificer is the class I am least familiar with so I'm just curious what everyone else does with it. I'm not looking for specific advice, this is just a thought experiment.)
A great deal of an Artificer's power is from the investment in their INT score. Getting it to 18 and then 20 will be reflected in nearly every round of initiative.
Artillerist can use INT for to-hit and dmg too, can't they? I agree, you need to crank up the INT as quickly as you can!
No, the Artillerist subclass has no such feature. I'm not sure where people are getting this from; it's a surprisingly common misconception.
That's not to say that Intelligence isn't a crucial stat for them — it certainly is — but the subclass doesn't provide any such ability. However, True Strike is on the general Artificer list and probably a good choice for them.
Ah, I see; you can use intelligence instead of your strength or dexterity modifier for melee attacks. I guess with an artillerist you're going to use spells or maybe a crossbow/pistol with true strike, which does the same thing.
Ah, I see; you can use intelligence instead of your strength or dexterity modifier for melee attacks. I guess with an artillerist you're going to use spells or maybe a crossbow/pistol with true strike, which does the same thing.
...no, you cannot use your Intelligence instead of your Strength or Dexterity modifier for melee attacks as an Artillerist. Or ranged attacks. It doesn't have that ability.
Battle Smith has that ability for any magic weapon. Armorer has it only for the specific weapons that are built into its Arcane Armor. Artillerist does not have it at all.
Artillerist can use INT for to-hit and dmg too, can't they? I agree, you need to crank up the INT as quickly as you can!
Yes they can, by attacking with the True Strike cantrip with whatever weapons they use. That plus the cannon (which also uses your int for its attack modifier) basically makes up for not having extra attack or the Battle Smith/Armorer inherent use of INT for weapon attacks.
The only time they cannot is during an attack of opportunity, when they're stuck with whatever melee weapon they have at hand, and likely Dex.
Of course, INT is the attack for any attack spells also.
Assuming you GM doesn't just give every player every single item they want, their replicate magic item feat from 2, 6, 10, and 14 are incredibly powerful. Plans marked with an "*" are the ones I start the day with at most. This is my Battle Smith Artificer which is planned to be taken to 20+, time will tell. This has huge spikes at 6, 10, and 14 by the obvious rarity increase you can choose of items. The level 6 artificer class feature allows you to drain an item, breaking it, and transmute another item into the one you just broke. Do this with something like Magen Handbell and you now control two CR8 monsters that don't require concentration, act on their own, and hit for a +7 with 8d6 damage twice per turn. They can also cast disintegrate.
Level 5 Plans - 2 Mind Crystal* Shield +1* Full Plate Returning Weapon
Level 6 Plans - 3 Pipes of Haunting* Shield +1* Mind Crystal Full Plate Mind Sharpener *
Level 7 Plans - 3 Pipes of Haunting* Shield +1 Mind Crystal Armor +1* Mind Sharpener *
Level 8 Plans - 3 Pipes of Haunting* Wand of Magic Missiles Mind Crystal Armor +1* Mind Sharpener *
Level 9 Plans - 3 Pipes of Haunting* Wand of Magic Missiles Mind Crystal Armor +1* Mind Sharpener *
Level 10 Plans - 4 Pipes of Haunting* Wand of Magic Missiles Mind Crystal Mind Sharpener* Thayan Spell Tattoo - Spirit Guardian* Cloak of Protection*
Level 11 Plans - 4 Thayan Spell Tattoo - Spirit Guardian* Pipes of Haunting* Mind Crystal Cloak of Protection* Winged Boots* Mind Sharpener
Level 12 Plans - 4 Thayan Spell Tattoo - Spirit Guardian* Pipes of Haunting* Mind Crystal Cloak of Protection* Winged Boots* Mind Sharpener
Level 13 Plans - 4 Thayan Spell Tattoo - Spirit Guardian* Pipes of Haunting* Mind Crystal Cloak of Protection* Winged Boots* Mind Sharpener
Level 14 Plans - 5 Thayan Spell Tattoo - Spirit Guardian* Pipes of Haunting* Mind Crystal Cloak of Protection* Winged Boots Cube of Force* Magen Handbell*
Level 15 Plans - 5 Thayan Spell Tattoo - Spirit Guardian* Mind Crystal Cloak of Protection Winged Boots* Cube of Force* Magen Handbell* Scaled Ornament (Rare)*
Level 16 Plans - 5 Thayan Spell Tattoo - Spirit Guardian* Mind Crystal Winged Boots Cube of Force* Magen Handbell* Scaled Ornament (Rare)* Cloak of Displacement*
Level 17 Plans - 5 Thayan Spell Tattoo - Spirit Guardian* Winged Boots Cube of Force* Magen Handbell* Scaled Ornament (Rare)* Cloak of Displacement* Helmet of Teleportation
Level 18 Plans - 6 Thayan Spell Tattoo - Spirit Guardian* Winged Boots Cube of Force* Magen Handbell* Scaled Ornament (Rare)* Cloak of Displacement* Helmet of Teleportation Robe of Eyes*
Just put haste on to your spelled refueling item once you get it at level 11. Everybody talks about putting it for Fireball but I think haste might be equally as good. That way you can make the magic action true strike with your pistol plus your arcane firearm damage and then a secondary pistol attack that will also be but just your Dex modifier. Also add the additional AC bump and the movement from the spell and I think you can do that pretty pretty well. Plus you get 10 charges of haste so in a long fight just reapply it before year current spell sure out that way you do not get the incapacitated property till after the fight the battle is completely done.
I just make sure that one of your replicate items is mind sharpener. And have it till you're able to get down time to be able to craft it. And swap out the replicate version for another replicate item that you would like.
This is a pretty good list on items I only preference is by level 14 having necklace of fireballs and home of teleportation. I used haste as a part of my spell refueling item, so I like keeping a mind sharpener up to keep concentration going.
How would you build the most powerful artificer in 5.5e? Which subclass would you choose? Which spells, feats, species, etc would you choose?
(Artificer is the class I am least familiar with so I'm just curious what everyone else does with it. I'm not looking for specific advice, this is just a thought experiment.)
A great deal of an Artificer's power is from the investment in their INT score. Getting it to 18 and then 20 will be reflected in nearly every round of initiative.
Artillerist can use INT for to-hit and dmg too, can't they? I agree, you need to crank up the INT as quickly as you can!
No, the Artillerist subclass has no such feature. I'm not sure where people are getting this from; it's a surprisingly common misconception.
That's not to say that Intelligence isn't a crucial stat for them — it certainly is — but the subclass doesn't provide any such ability. However, True Strike is on the general Artificer list and probably a good choice for them.
pronouns: he/she/they
Ah, I see; you can use intelligence instead of your strength or dexterity modifier for melee attacks. I guess with an artillerist you're going to use spells or maybe a crossbow/pistol with true strike, which does the same thing.
...no, you cannot use your Intelligence instead of your Strength or Dexterity modifier for melee attacks as an Artillerist. Or ranged attacks. It doesn't have that ability.
Battle Smith has that ability for any magic weapon. Armorer has it only for the specific weapons that are built into its Arcane Armor. Artillerist does not have it at all.
pronouns: he/she/they
Yes they can, by attacking with the True Strike cantrip with whatever weapons they use. That plus the cannon (which also uses your int for its attack modifier) basically makes up for not having extra attack or the Battle Smith/Armorer inherent use of INT for weapon attacks.
The only time they cannot is during an attack of opportunity, when they're stuck with whatever melee weapon they have at hand, and likely Dex.
Of course, INT is the attack for any attack spells also.
Assuming you GM doesn't just give every player every single item they want, their replicate magic item feat from 2, 6, 10, and 14 are incredibly powerful. Plans marked with an "*" are the ones I start the day with at most. This is my Battle Smith Artificer which is planned to be taken to 20+, time will tell. This has huge spikes at 6, 10, and 14 by the obvious rarity increase you can choose of items. The level 6 artificer class feature allows you to drain an item, breaking it, and transmute another item into the one you just broke. Do this with something like Magen Handbell and you now control two CR8 monsters that don't require concentration, act on their own, and hit for a +7 with 8d6 damage twice per turn. They can also cast disintegrate.
Level 5 Plans - 2
Mind Crystal*
Shield +1*
Full Plate
Returning Weapon
Level 6 Plans - 3
Pipes of Haunting*
Shield +1*
Mind Crystal
Full Plate
Mind Sharpener *
Level 7 Plans - 3
Pipes of Haunting*
Shield +1
Mind Crystal
Armor +1*
Mind Sharpener *
Level 8 Plans - 3
Pipes of Haunting*
Wand of Magic Missiles
Mind Crystal
Armor +1*
Mind Sharpener *
Level 9 Plans - 3
Pipes of Haunting*
Wand of Magic Missiles
Mind Crystal
Armor +1*
Mind Sharpener *
Level 10 Plans - 4
Pipes of Haunting*
Wand of Magic Missiles
Mind Crystal
Mind Sharpener*
Thayan Spell Tattoo - Spirit Guardian*
Cloak of Protection*
Level 11 Plans - 4
Thayan Spell Tattoo - Spirit Guardian*
Pipes of Haunting*
Mind Crystal
Cloak of Protection*
Winged Boots*
Mind Sharpener
Level 12 Plans - 4
Thayan Spell Tattoo - Spirit Guardian*
Pipes of Haunting*
Mind Crystal
Cloak of Protection*
Winged Boots*
Mind Sharpener
Level 13 Plans - 4
Thayan Spell Tattoo - Spirit Guardian*
Pipes of Haunting*
Mind Crystal
Cloak of Protection*
Winged Boots*
Mind Sharpener
Level 14 Plans - 5
Thayan Spell Tattoo - Spirit Guardian*
Pipes of Haunting*
Mind Crystal
Cloak of Protection*
Winged Boots
Cube of Force*
Magen Handbell*
Level 15 Plans - 5
Thayan Spell Tattoo - Spirit Guardian*
Mind Crystal
Cloak of Protection
Winged Boots*
Cube of Force*
Magen Handbell*
Scaled Ornament (Rare)*
Level 16 Plans - 5
Thayan Spell Tattoo - Spirit Guardian*
Mind Crystal
Winged Boots
Cube of Force*
Magen Handbell*
Scaled Ornament (Rare)*
Cloak of Displacement*
Level 17 Plans - 5
Thayan Spell Tattoo - Spirit Guardian*
Winged Boots
Cube of Force*
Magen Handbell*
Scaled Ornament (Rare)*
Cloak of Displacement*
Helmet of Teleportation
Level 18 Plans - 6
Thayan Spell Tattoo - Spirit Guardian*
Winged Boots
Cube of Force*
Magen Handbell*
Scaled Ornament (Rare)*
Cloak of Displacement*
Helmet of Teleportation
Robe of Eyes*
Just put haste on to your spelled refueling item once you get it at level 11. Everybody talks about putting it for Fireball but I think haste might be equally as good. That way you can make the magic action true strike with your pistol plus your arcane firearm damage and then a secondary pistol attack that will also be but just your Dex modifier. Also add the additional AC bump and the movement from the spell and I think you can do that pretty pretty well. Plus you get 10 charges of haste so in a long fight just reapply it before year current spell sure out that way you do not get the incapacitated property till after the fight the battle is completely done.
I just make sure that one of your replicate items is mind sharpener. And have it till you're able to get down time to be able to craft it. And swap out the replicate version for another replicate item that you would like.
This is a pretty good list on items I only preference is by level 14 having necklace of fireballs and home of teleportation. I used haste as a part of my spell refueling item, so I like keeping a mind sharpener up to keep concentration going.
Haste is epic and I intend to use it as much as I can once I can cast level 3 spells!
Definitely forgot about Winged Boots, will use. Thanks.
He/Him/His