The time is finally drawing near where I can take my artillerist to level four. But just like my PC overanalyzes everything, so am I! Most would agree that getting my intelligence to 20 should be my highest priority right now. And doing so would benefit my own attacks, my proficiencies, and my cannon's attacks by pushing my INT bonus to +4. But the benefits of some other feats are just really great, too!
Current Stats: STR 10, DEX 13, CON 16, INT 16, WIS 12, CHA 8
Proficiencies are Arcana, History, Investigation, and Sleight of Hand
My primary attack is with a repeating heavy crossbow enhanced by true strike. On the battlefield I'm about 75% damage, 25% control. Despite my attempts to remain out of melee range, I am still likely to take heavy damage in every fight. Out of battle, I am highly responsible for magic item identification, finding and disarming traps, and crafting magic items. In my party there's a fighter, monk, druid, and bard.
ASI +2 to INT, to boost my and my cannon's attack and damage rolls and save DC, boost skill checks that usually fall on me, and eventually number of spell-storing item charges
Shadow Touched, for invisibility and access to one of a few great spells like Color Spray or Inflict Wounds.
Fey Touched, for Misty Step and access to one of a few great spells, like Bless, Command, Hex, and Hunter's Mark
Spell Sniper, which synergizes well with my crossbow allowing me AND my cannon to ignore cover, fire in melee range without disadvantage, and increase range
All of these feats do give me +1 to INT, but that only pushes me to 17 which isn't enough to achieve that +4 INT bonus. I'd have to wait until level 8 to push my INT to 18 to get that bonus. I have purposefully avoided taking many battle concentration spells, and my Replicated Magic Item crossbow can be used as my spellcasting focus, so War Caster isn't super useful to me.
So what do you think? Stay the course and boost INT to 18 at level 4 (and likely 20 at level 8), then pick up those other feats at level 12+?
Or is that little +1 bump to int-based scores not really worth it compared to additional spell options and combat buffs? I could take a +1 int feat at 4 and another at 8 to hit +4, plus have a bunch of those sweet spells and skills that either help me stay alive or help my companions...
It's probably the right call. If you had started at INT 17, then a feat that gives +1 to INT would make more sense, but that's not the case here.
Haha yeah I was lamenting not stealing a point from WIS to make my INT 17 when I created my character (I used standard array; point buy would have been better). Oh well!
Since your int is 16, I'd take the +2 to go to 18 at this level. That +1 does a ton for your damage and attack rolls.
Note: it does not boost your cannon's damage rolls. That is a mistake on dndbeyond. RAW, your cannon's damage is only 2d8, no modifier added. It does boost the cannon's attack roll, however, and the damage of your main weapon attack using True Strike.
When you hit level 7, having that extra use of Flash of Genius is also very potent. And your INT is also helping you with Investigation, Arcana, and History. It's just super great.
When I build my Artificers, I usually do the INT 17 to start, take the +1 and feat at level 4, and then the +2 INT at level 8 which gets them to 20. Since that's not where you are, I think taking the ASIs at 4 and 8 is your best move.
The +1 is nice, but since you're using an artillerist your +1 damage is only being added once per round, and it's a 5% chance per hit. I'm mostly playing devils advocate, main stat @ 18 is definitely the prevailing wisdom.
I think the half ASI feats just feel like they have more to offer for me, with abilities. War Caster I think is still relevent on Artificer at or after level 8, if you concentrate on Haste, Haste is just a brutal spell to lose concentration on and that adv+proficiency will really help, especially if you encounter scenarios where you are being hit quite often or quite hard. Ritual Caster allows you to have some more utility especially out of combat, but also once per long rest in a pinch in combat, which can be useful for an encounter with some sort of puzzle and to protect your precious spell slots.
Personally, I would look at all the feats you really feel like your build will want long term (I assume you're going to want to bump your DEX +1 at some point also with your medium armor proficiency) and then really way the utility in particular of things like free casts, I guess this matters less at level 6 when your SSI improves and add a little thought for role playing, some DMs will reward you even if slightly for taking a feat that has a story hook. I mean I took INT 17 at build personally, you could also potentially talk to your DM about shifting your stat spread to match your goals at level 4, some DMs are pretty permissive with that type of thing if it's just to have a bit more fun at the table and isn't giving you any additional advantage.
Note: The point about Flash of Genius is pretty relevant.
Do you know how high the campaign is going? Most end before and/or about 12, so you might not get that third asi.
Mathematically, the +2 makes most sense, probably. But sometimes, taking the feat instead and getting a few more toys to play with can be more fun.
So it’s really a big personal preference thing. The +2 will make you a little more effective at the stuff you already do, while a feat will give you more stuff to do.
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The time is finally drawing near where I can take my artillerist to level four. But just like my PC overanalyzes everything, so am I! Most would agree that getting my intelligence to 20 should be my highest priority right now. And doing so would benefit my own attacks, my proficiencies, and my cannon's attacks by pushing my INT bonus to +4. But the benefits of some other feats are just really great, too!
Current Stats: STR 10, DEX 13, CON 16, INT 16, WIS 12, CHA 8
Proficiencies are Arcana, History, Investigation, and Sleight of Hand
My primary attack is with a repeating heavy crossbow enhanced by true strike. On the battlefield I'm about 75% damage, 25% control. Despite my attempts to remain out of melee range, I am still likely to take heavy damage in every fight. Out of battle, I am highly responsible for magic item identification, finding and disarming traps, and crafting magic items. In my party there's a fighter, monk, druid, and bard.
ASI +2 to INT, to boost my and my cannon's attack and damage rolls and save DC, boost skill checks that usually fall on me, and eventually number of spell-storing item charges
Shadow Touched, for invisibility and access to one of a few great spells like Color Spray or Inflict Wounds.
Fey Touched, for Misty Step and access to one of a few great spells, like Bless, Command, Hex, and Hunter's Mark
Spell Sniper, which synergizes well with my crossbow allowing me AND my cannon to ignore cover, fire in melee range without disadvantage, and increase range
All of these feats do give me +1 to INT, but that only pushes me to 17 which isn't enough to achieve that +4 INT bonus. I'd have to wait until level 8 to push my INT to 18 to get that bonus. I have purposefully avoided taking many battle concentration spells, and my Replicated Magic Item crossbow can be used as my spellcasting focus, so War Caster isn't super useful to me.
So what do you think? Stay the course and boost INT to 18 at level 4 (and likely 20 at level 8), then pick up those other feats at level 12+?
Or is that little +1 bump to int-based scores not really worth it compared to additional spell options and combat buffs? I could take a +1 int feat at 4 and another at 8 to hit +4, plus have a bunch of those sweet spells and skills that either help me stay alive or help my companions...
It's probably the right call. If you had started at INT 17, then a feat that gives +1 to INT would make more sense, but that's not the case here.
Haha yeah I was lamenting not stealing a point from WIS to make my INT 17 when I created my character (I used standard array; point buy would have been better). Oh well!
Since your int is 16, I'd take the +2 to go to 18 at this level. That +1 does a ton for your damage and attack rolls.
Note: it does not boost your cannon's damage rolls. That is a mistake on dndbeyond. RAW, your cannon's damage is only 2d8, no modifier added. It does boost the cannon's attack roll, however, and the damage of your main weapon attack using True Strike.
When you hit level 7, having that extra use of Flash of Genius is also very potent. And your INT is also helping you with Investigation, Arcana, and History. It's just super great.
When I build my Artificers, I usually do the INT 17 to start, take the +1 and feat at level 4, and then the +2 INT at level 8 which gets them to 20. Since that's not where you are, I think taking the ASIs at 4 and 8 is your best move.
The +1 is nice, but since you're using an artillerist your +1 damage is only being added once per round, and it's a 5% chance per hit. I'm mostly playing devils advocate, main stat @ 18 is definitely the prevailing wisdom.
I think the half ASI feats just feel like they have more to offer for me, with abilities. War Caster I think is still relevent on Artificer at or after level 8, if you concentrate on Haste, Haste is just a brutal spell to lose concentration on and that adv+proficiency will really help, especially if you encounter scenarios where you are being hit quite often or quite hard. Ritual Caster allows you to have some more utility especially out of combat, but also once per long rest in a pinch in combat, which can be useful for an encounter with some sort of puzzle and to protect your precious spell slots.
Personally, I would look at all the feats you really feel like your build will want long term (I assume you're going to want to bump your DEX +1 at some point also with your medium armor proficiency) and then really way the utility in particular of things like free casts, I guess this matters less at level 6 when your SSI improves and add a little thought for role playing, some DMs will reward you even if slightly for taking a feat that has a story hook. I mean I took INT 17 at build personally, you could also potentially talk to your DM about shifting your stat spread to match your goals at level 4, some DMs are pretty permissive with that type of thing if it's just to have a bit more fun at the table and isn't giving you any additional advantage.
Note: The point about Flash of Genius is pretty relevant.
Do you know how high the campaign is going? Most end before and/or about 12, so you might not get that third asi.
Mathematically, the +2 makes most sense, probably. But sometimes, taking the feat instead and getting a few more toys to play with can be more fun.
So it’s really a big personal preference thing. The +2 will make you a little more effective at the stuff you already do, while a feat will give you more stuff to do.