I got to thinking the other day of interesting combos that can be used with the Artificer, and I was curious what others may have come up with.
The one I thought of was using Mage Hand in combo with they tiny variant or the Eldritch Cannon. Since its small enough to fit in a hand, and have it float up 30ft and then have a floating turret.
I kinda want to make a Chaos Cannon. Get chaos bolt added to spell list with ravnica backgrounds, spell storing item. Skin the effect as launching experimental elixers. No idea how effective but would be fun for a mad alchemist.
Spell storing item works really well with Animate Objects and Tiny Servant. Assuming you have a +5 Int modifier by level 17 when you get access to 5th level spell slots that lets your SSI have 10 uses, and you can conveniently animate 10 tiny objects making them creatures (potentially with a flight speed to boot) you can command with a bonus action, either individually or with a single general command.
Command them to grab hold of the SSI and activate it aimed at at target you specify and you have unleashed 10 2nd level spells in a single turn at the cost of a 5th level spell slot. Those animated objects can use their concentration for the SSI spell while you concentrate on Animate Objects, and on subsequent turns those animated objects can also attack physically.
Also works with Tiny Servant but less spectacularly. Also you could just pass the SSI between teammates on your turn like a spell effect relay race. And technically someone else (such as a full caster) could cast animate objects and command them to use your SSI letting this strategy take place at lower levels.
I was thinking of something similaron that chaos cannon! i just couldnt come up with a way for it to work. I was actually thinking for the alchemist this would fit well too. mainly since that one gets the random daily elixer, so it feels like it would coincide well.
Spell storing item works really well with Animate Objects and Tiny Servant. Assuming you have a +5 Int modifier by level 17 when you get access to 5th level spell slots that lets your SSI have 10 uses, and you can conveniently animate 10 tiny objects making them creatures (potentially with a flight speed to boot) you can command with a bonus action, either individually or with a single general command.
Command them to grab hold of the SSI and activate it aimed at at target you specify and you have unleashed 10 2nd level spells in a single turn at the cost of a 5th level spell slot. Those animated objects can use their concentration for the SSI spell while you concentrate on Animate Objects, and on subsequent turns those animated objects can also attack physically.
Also works with Tiny Servant but less spectacularly. Also you could just pass the SSI between teammates on your turn like a spell effect relay race. And technically someone else (such as a full caster) could cast animate objects and command them to use your SSI letting this strategy take place at lower levels.
That...thats beautiful (so long as they can hold it). Terrifyingly beautiful. that using heat metal with it would equate to like 20d8 in a single turn for a 5th level slot.
Yes thanks for the reminder, I was half asleep when I wrote my initial response. There's the obvious INT spellcasting ability shared between them. Right off the bat, Battle Smith gives armor proficiencies, weapon proficiencies, allows magical weapon attacks to be keyed off of INT rather than STR or DEX, and gives you the [Tooltip Not Found] with all of its abilities. War Magic gives a reaction to boost AC or a saving throw at the cost of casting spells higher than cantrips until the end of your next turn, and allows you to add your INT modifier to your initiative. Higher initiative and more combat survivability, and it gets better as it grows. If I've done my theorizing correctly, then there are several level splits that work well depending on the path you want to take. I believe I've covered the highlights, but I'll update this if I think of something I missed.
Yes thanks for the reminder, I was half asleep when I wrote my initial response. There's the obvious INT spellcasting ability shared between them. Right off the bat, Battle Smith gives armor proficiencies, weapon proficiencies, allows magical weapon attacks to be keyed off of INT rather than STR or DEX, and gives you the Steel Defender with all of its abilities. War Magic gives a reaction to boost AC or a saving throw at the cost of casting spells higher than cantrips until the end of your next turn, and allows you to add your INT modifier to your initiative. Higher initiative and more combat survivability, and it gets better as it grows. If I've done my theorizing correctly, then there are several level splits that work well depending on the path you want to take. I believe I've covered the highlights, but I'll update this if I think of something I missed.
I really like that! what level split/ breakdown were you thinking?
Thank you! Depending on flavor, a few work for me. I do believe it to be better to lean more heavily on Wizard, though, so 15 Wizard 5 Artificer is my personal favorite. Maybe 14/6, but I'd rather reach 8th level spells than have Tool Expertise. 10/10 might be nice too.
Bladesong Wizard 17 and Battle Smith Artificer 3. The Artificer really enhances the bladesong with a magic weapon and magic armor. Allows them to use their intelligence as their attack modifier. And gives the Bladesong access to faere fire which works will with the Elven accuracy racial trait and some healing magic. Also the defender has reflected blow with imposes disadvantage to one attack and can be an extra attack as a bonus. Finally the Artificer gives the bladesong some additional tool proficiency that they normally do not have.
Artilirist with Spell Sniper. Wand enhancer Infusion on a Rod (thats like a Cane). +1, ignores various levels of cover, doubles range of spells. Ray of Frost. Now 120ft, +1d8 over normal. -10speed from target. Force Balista, 120ft range, knock back 15 feet on hit. Repulser Shield. When attacked (or hit I forget which) knock back 15ft via a reaction. you can have pretty fair defense. And at higher levels you have half cover+more turret push Beyond this range, you're catapulting+ Acid/Alchfire/Oil/caltrops(well same 120range on this-but worth while when they just enter your zone) , and or Scorching Raying until they get within Debuff Range. (Extra points at lv 11's item use for these)
Basically this one is "never get caught" style kiting. Extra points if you pick up some kind of movement speed enhancer-spell item multiclass race. Although I still want more feats, but you need INT pretty fast and hard. I'd like to pick up the Shield feat for this one.
I actually am pondering using this on a Cat race or the half cats (ebberon) race. the former gets speed boost every other round, while the latter is just neat. Objectively Variant Human is the smarters.. because its pretty hard to get Feats
So I just realized I can make multiple bags of holding....taking that and mage hand into account could kinda turn most boss encounters into a turn or 2 encounter quick victory while keeping yourself safe. That's dirty.
Artilirist with Spell Sniper. Wand enhancer Infusion on a Rod (thats like a Cane). +1, ignores various levels of cover, doubles range of spells. Ray of Frost. Now 120ft, +1d8 over normal. -10speed from target. Force Balista, 120ft range, knock back 15 feet on hit. Repulser Shield. When attacked (or hit I forget which) knock back 15ft via a reaction. you can have pretty fair defense. And at higher levels you have half cover+more turret push Beyond this range, you're catapulting+ Acid/Alchfire/Oil/caltrops(well same 120range on this-but worth while when they just enter your zone) , and or Scorching Raying until they get within Debuff Range. (Extra points at lv 11's item use for these)
Basically this one is "never get caught" style kiting. Extra points if you pick up some kind of movement speed enhancer-spell item multiclass race. Although I still want more feats, but you need INT pretty fast and hard. I'd like to pick up the Shield feat for this one.
I actually am pondering using this on a Cat race or the half cats (ebberon) race. the former gets speed boost every other round, while the latter is just neat. Objectively Variant Human is the smarters.. because its pretty hard to get Feats
Add to this web and you got some wicked fun. And since your turret is immune to conditions it wouldnt get slowed by difficult terrain (I think that's how that works).
My favorite combo so far was to mix 2 levels of School of Invention wizard. As I understood it, that allowed me to use my spell slots to randomly cast from the random magic table. I would then use a crossbow or firearm with an infusion and say it was an invention I was working on.. I could set the "power level" and then shoot random spells at the enemy. I would do this with any subclass for added wacky inventor hijinks. The wizard levels would also let me ready my basic arcane spells like detect magic, identify, and feather fall, so that I could focus on whatever flavor I was trying to achieve with my artificer.
So I just realized I can make multiple bags of holding....taking that and mage hand into account could kinda turn most boss encounters into a turn or 2 encounter quick victory while keeping yourself safe. That's dirty.
How are you going to make multiple bags? If it's trough infusions, you cannot have more than 1 infused bag exist at a time...
I'd be wary of weaponizing extradimensional bag bombs too often. Remember - the boss is not eliminated, it's sent to a random location on the Astral Plane. A DM who's grown weary of her players turning every encounter into "drop the quiver in the bag from a distance and watch the pretty light show" has many ways of making the players regret tearing the fabric of the Material Plane asunder so frequently and flippantly.
I mean, I've heard much worse justifications for attracting the attention of an astral dreadnaught than "repeatedly sends chunks of the Material Plane to the Astral Plane willy-nilly."
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I got to thinking the other day of interesting combos that can be used with the Artificer, and I was curious what others may have come up with.
The one I thought of was using Mage Hand in combo with they tiny variant or the Eldritch Cannon. Since its small enough to fit in a hand, and have it float up 30ft and then have a floating turret.
Other's thoughts?
Not sure if this would be something you'd count, but I like a War Magic Wizard and Battle Smith Artificer multiclass.
I kinda want to make a Chaos Cannon. Get chaos bolt added to spell list with ravnica backgrounds, spell storing item. Skin the effect as launching experimental elixers. No idea how effective but would be fun for a mad alchemist.
Spell storing item works really well with Animate Objects and Tiny Servant. Assuming you have a +5 Int modifier by level 17 when you get access to 5th level spell slots that lets your SSI have 10 uses, and you can conveniently animate 10 tiny objects making them creatures (potentially with a flight speed to boot) you can command with a bonus action, either individually or with a single general command.
Command them to grab hold of the SSI and activate it aimed at at target you specify and you have unleashed 10 2nd level spells in a single turn at the cost of a 5th level spell slot. Those animated objects can use their concentration for the SSI spell while you concentrate on Animate Objects, and on subsequent turns those animated objects can also attack physically.
I'd love to claim credit for this idea but I first read it here:
http://www.giantitp.com/forums/showthread.php?594932-The-TSAR-Tiny-Servant-Actuated-Robot-a-Revolution-in-Artificer-Combat
Also works with Tiny Servant but less spectacularly. Also you could just pass the SSI between teammates on your turn like a spell effect relay race. And technically someone else (such as a full caster) could cast animate objects and command them to use your SSI letting this strategy take place at lower levels.
I was thinking of something similaron that chaos cannon! i just couldnt come up with a way for it to work. I was actually thinking for the alchemist this would fit well too. mainly since that one gets the random daily elixer, so it feels like it would coincide well.
Any particulars on it you really like jlwolf2?
That...thats beautiful (so long as they can hold it). Terrifyingly beautiful. that using heat metal with it would equate to like 20d8 in a single turn for a 5th level slot.
Yes thanks for the reminder, I was half asleep when I wrote my initial response. There's the obvious INT spellcasting ability shared between them. Right off the bat, Battle Smith gives armor proficiencies, weapon proficiencies, allows magical weapon attacks to be keyed off of INT rather than STR or DEX, and gives you the [Tooltip Not Found] with all of its abilities. War Magic gives a reaction to boost AC or a saving throw at the cost of casting spells higher than cantrips until the end of your next turn, and allows you to add your INT modifier to your initiative. Higher initiative and more combat survivability, and it gets better as it grows. If I've done my theorizing correctly, then there are several level splits that work well depending on the path you want to take. I believe I've covered the highlights, but I'll update this if I think of something I missed.
I really like that! what level split/ breakdown were you thinking?
Thank you! Depending on flavor, a few work for me. I do believe it to be better to lean more heavily on Wizard, though, so 15 Wizard 5 Artificer is my personal favorite. Maybe 14/6, but I'd rather reach 8th level spells than have Tool Expertise. 10/10 might be nice too.
Also bigchez's from this
Bladesong Wizard 17 and Battle Smith Artificer 3. The Artificer really enhances the bladesong with a magic weapon and magic armor. Allows them to use their intelligence as their attack modifier. And gives the Bladesong access to faere fire which works will with the Elven accuracy racial trait and some healing magic. Also the defender has reflected blow with imposes disadvantage to one attack and can be an extra attack as a bonus. Finally the Artificer gives the bladesong some additional tool proficiency that they normally do not have.
Hm well I love the "keep away" build.
Artilirist with Spell Sniper.
Wand enhancer Infusion on a Rod (thats like a Cane). +1, ignores various levels of cover, doubles range of spells.
Ray of Frost. Now 120ft, +1d8 over normal. -10speed from target.
Force Balista, 120ft range, knock back 15 feet on hit.
Repulser Shield. When attacked (or hit I forget which) knock back 15ft via a reaction.
you can have pretty fair defense. And at higher levels you have half cover+more turret push
Beyond this range, you're catapulting+ Acid/Alchfire/Oil/caltrops(well same 120range on this-but worth while when they just enter your zone) , and or Scorching Raying until they get within Debuff Range. (Extra points at lv 11's item use for these)
Basically this one is "never get caught" style kiting. Extra points if you pick up some kind of movement speed enhancer-spell item multiclass race. Although I still want more feats, but you need INT pretty fast and hard. I'd like to pick up the Shield feat for this one.
I actually am pondering using this on a Cat race or the half cats (ebberon) race. the former gets speed boost every other round, while the latter is just neat. Objectively Variant Human is the smarters.. because its pretty hard to get Feats
So I just realized I can make multiple bags of holding....taking that and mage hand into account could kinda turn most boss encounters into a turn or 2 encounter quick victory while keeping yourself safe. That's dirty.
Add to this web and you got some wicked fun. And since your turret is immune to conditions it wouldnt get slowed by difficult terrain (I think that's how that works).
Difficult Terrain is not a condition; it's a terrain effect. Your turret would be slowed in difficult terrain, and only able to move one space a turn.
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If only spell storing item wasn't specifically restricted to spells of 1st or 2nd level.
My favorite combo so far was to mix 2 levels of School of Invention wizard. As I understood it, that allowed me to use my spell slots to randomly cast from the random magic table. I would then use a crossbow or firearm with an infusion and say it was an invention I was working on.. I could set the "power level" and then shoot random spells at the enemy. I would do this with any subclass for added wacky inventor hijinks. The wizard levels would also let me ready my basic arcane spells like detect magic, identify, and feather fall, so that I could focus on whatever flavor I was trying to achieve with my artificer.
Alchemist level 5, life cleric level 1. When you cast cure wounds at 1st level, heal for 1d8+13, average of 17.5.
How are you going to make multiple bags? If it's trough infusions, you cannot have more than 1 infused bag exist at a time...
I forget what level you can infuse a quiver of elona but that's when the two extradimensional space combo comes online
Quiver of Ehlonna is a 10th-level infusion.
I'd be wary of weaponizing extradimensional bag bombs too often. Remember - the boss is not eliminated, it's sent to a random location on the Astral Plane. A DM who's grown weary of her players turning every encounter into "drop the quiver in the bag from a distance and watch the pretty light show" has many ways of making the players regret tearing the fabric of the Material Plane asunder so frequently and flippantly.
I mean, I've heard much worse justifications for attracting the attention of an astral dreadnaught than "repeatedly sends chunks of the Material Plane to the Astral Plane willy-nilly."
Please do not contact or message me.