Coming back to Artificer after the initial excitement, I was curious about how well it meshes with a Bladesinger Wizard.
Originally, I was going to dip into Rogue...two levels gets both "Expertise" and "Cunning Action", which helps a Bladesinger both on and off the battlefield, especially to move around.
However, the Artificer has enough going for it to get my attention...chiefly, the proficiency in Constitution Saving Throws which helps to keep your concentration spells active.
That, added with the Intelligence bonus from Bladesong, means your concentration will rarely be broken.
But there's some other appealing options...the Infusions of the Artificer allows for some combat flexibility...I particularly like the "Returning Weapon" and "Boots of the Winded Path" that would allow my Bladesinger to hurl their weapon, magically grab it back, and proceed to teleport further away.
I'd like some input on this, however...this is a rather fresh idea for me, and there may be things I'm not considering.
Should this mostly be a Bladesinger Wizard, or perhaps more of an Artificer?
What are some character concepts?
I have a nutty idea for an Artificer Alchemist / Bladesinger Wizard who chugs liquor to get drunk, and initiates his Bladesong to go into a drunken dance of fervor.
Just a few of my thoughts on your proposed combination:
It sounds like the character is starting off wizard and then dipping into artificer. RAW you wouldn't get the proficiency in Constitution Saving Throws this way as that isn't one of the proficiencies gained when multiclassing into artificer.
If you're serious about "Boots of the Winding Path" then you'll need a minimum of six levels in artificer to access the infusion.
Battle Smith pairs best with Bladesinging as both subclasses have more martially focused features. However, both subclasses also gain Extra Attack as a feature and you can't stack either of them with the other; also, the Steel Defender only scales with artificer levels. Ultimately it's your call how to split the levels.
Just a few of my thoughts on your proposed combination:
It sounds like the character is starting off wizard and then dipping into artificer. RAW you wouldn't get the proficiency in Constitution Saving Throws this way as that isn't one of the proficiencies gained when multiclassing into artificer.
If you're serious about "Boots of the Winding Path" then you'll need a minimum of six levels in artificer to access the infusion.
Battle Smith pairs best with Bladesinging as both subclasses have more martially focused features. However, both subclasses also gain Extra Attack as a feature and you can't stack either of them with the other; also, the Steel Defender only scales with artificer levels. Ultimately it's your call how to split the levels.
1. They'd start in Artificer at first; so they'd get that Constitution Save before going deep into Wizard.
The bonus tool proficiencies, coupled with the armor boosts, just seems more beneficial than the paltry starting proficiencies of the wizard.
Backstory-wise, it's this interesting idea that the character had an affinity for magic, but it initially started through manipulating magic objects...wizardry just helped him release it.
2. I found out that Boots of the Winding Path was only higher level...ah, well, this sort of build was going to only do 2-3 levels into Artificer; I might just have to enjoy the Returning Weapon (which ain't that bad). Maybe grab some magic items, or just boost the defense / offense. A +1 armor with Bladesong is still nothing to sneeze at.
3. I love the Battlesmith, though for this multiclass, it does seem a bit unnecessary given the Bladesinger's features.
Battlesmith seems like a subclass I'd go full-artificer for...that, or do a Fighter for Second Wind.
I would still do a battle smith artificer, so you don't need to put points in DEX or STR, you can just use Intelligence to attack. Your steel defender can also help you flank creatures in combat, and though it might not be able to survive for long, it will certainly be a boost in combat. I'd go level 2 bladesinger and level 18 battle smith.
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Please check out my homebrew, I would appreciate feedback:
I would still do a battle smith artificer, so you don't need to put points in DEX or STR, you can just use Intelligence to attack. Your steel defender can also help you flank creatures in combat, and though it might not be able to survive for long, it will certainly be a boost in combat. I'd go level 2 bladesinger and level 18 battle smith.
Certainly that is the ideal melee combatant!
For a full spellcaster, the reverse is oddly appropriate as well.
If going caster heavy it may be worth going for Artilerist 6. That gives an extra infusion, more choices of infusions, the 5th level, the 3rd + 5th spells added to spell list, 3+Int Artificer spells prepared and arcane firearm.
Since Bladesinger isn't likely to carry a shield you could have your Eldrich Cannon tiny and hold in off hand. At W6/ A3 you have two melee attacks and a bonus action cannon attack (or temp hit points).
If going caster heavy it may be worth going for Artilerist 6. That gives an extra infusion, more choices of infusions, the 5th level, the 3rd + 5th spells added to spell list, 3+Int Artificer spells prepared and arcane firearm.
Since Bladesinger isn't likely to carry a shield you could have your Eldrich Cannon tiny and hold in off hand. At W6/ A3 you have two melee attacks and a bonus action cannon attack (or temp hit points).
Now THAT seems dangerous.
Hadn't considered Artillerist. This might make a good secondary character.
The Bladesinger/ Artillerist can get insanely good.
Using point buy, high elf and one stat gain you can have St 10 Dex 17 Con 13 Int 18 Wis 10 Ch 10
At Character level 10 (A4/ W6) taking Artificer at L1, Mending as High Elf Cantrip and War Caster feat you have the following before infusions and magic items.
AC 15/ 19 Melee attack +7 Spell attack +8 Spell save DC 16 Concentration Save +4/+8 with advantage
6 Cantrips (2 that can be changed when leveling Artificer)
If you take Booming Blade for one of your cantrips (easy since you have 1 more than a single class Wizard) you can use it as your AoO when someone tries to flee Melee potentially doing an extra 3D8 damage if they continue to move.
Artillerist allows you to easily switch roles based on encounter. A second ranged spell attack when staying back. A flame attack for crowd control in melee (no disadvantage on attack roll) . A THP buff against tough enemies (likely you and 1-3 party members). Having Thunderwave prepared for free gives even more options in crowd control role.
Downside vs straight wizard is fewer spells 4/3/3/2 vs 4/3/3/3/2
make a dex build with this. use studded leather, which means you add your dex mod with no limit, the bladesinger hits with dex too so this means you get good armor class, all the artificer abilities, all the wizard spells, and a good to hit all from 2 classes. a good race would be the githzerai because of shield and extra dex.
Important note is that spell save DCs are different when you multi class. If attuned to an all-purpose tool for artificer or tome for wizard, there will be difference in spell DCs. While both classes rely on intelligence, there may be an imbalance.
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Coming back to Artificer after the initial excitement, I was curious about how well it meshes with a Bladesinger Wizard.
Originally, I was going to dip into Rogue...two levels gets both "Expertise" and "Cunning Action", which helps a Bladesinger both on and off the battlefield, especially to move around.
However, the Artificer has enough going for it to get my attention...chiefly, the proficiency in Constitution Saving Throws which helps to keep your concentration spells active.
That, added with the Intelligence bonus from Bladesong, means your concentration will rarely be broken.
But there's some other appealing options...the Infusions of the Artificer allows for some combat flexibility...I particularly like the "Returning Weapon" and "Boots of the Winded Path" that would allow my Bladesinger to hurl their weapon, magically grab it back, and proceed to teleport further away.
I'd like some input on this, however...this is a rather fresh idea for me, and there may be things I'm not considering.
Should this mostly be a Bladesinger Wizard, or perhaps more of an Artificer?
What are some character concepts?
I have a nutty idea for an Artificer Alchemist / Bladesinger Wizard who chugs liquor to get drunk, and initiates his Bladesong to go into a drunken dance of fervor.
Please, discuss below.
Just a few of my thoughts on your proposed combination:
1. They'd start in Artificer at first; so they'd get that Constitution Save before going deep into Wizard.
The bonus tool proficiencies, coupled with the armor boosts, just seems more beneficial than the paltry starting proficiencies of the wizard.
Backstory-wise, it's this interesting idea that the character had an affinity for magic, but it initially started through manipulating magic objects...wizardry just helped him release it.
2. I found out that Boots of the Winding Path was only higher level...ah, well, this sort of build was going to only do 2-3 levels into Artificer; I might just have to enjoy the Returning Weapon (which ain't that bad). Maybe grab some magic items, or just boost the defense / offense. A +1 armor with Bladesong is still nothing to sneeze at.
3. I love the Battlesmith, though for this multiclass, it does seem a bit unnecessary given the Bladesinger's features.
Battlesmith seems like a subclass I'd go full-artificer for...that, or do a Fighter for Second Wind.
Aargh; it looks like Bladesingers cannot wear medium armor or shields, either. Not when "bladesong" is active.
However; this is not to say that a shield isn't beneficial when one might expend all their uses of Bladesong.
Add to the fact that an artificer multiclass still nets extra cantrips and Constitition Saving Throws, there is still some worthwhile temptation here.
I would still do a battle smith artificer, so you don't need to put points in DEX or STR, you can just use Intelligence to attack. Your steel defender can also help you flank creatures in combat, and though it might not be able to survive for long, it will certainly be a boost in combat. I'd go level 2 bladesinger and level 18 battle smith.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Certainly that is the ideal melee combatant!
For a full spellcaster, the reverse is oddly appropriate as well.
If going caster heavy it may be worth going for Artilerist 6. That gives an extra infusion, more choices of infusions, the 5th level, the 3rd + 5th spells added to spell list, 3+Int Artificer spells prepared and arcane firearm.
Since Bladesinger isn't likely to carry a shield you could have your Eldrich Cannon tiny and hold in off hand. At W6/ A3 you have two melee attacks and a bonus action cannon attack (or temp hit points).
Now THAT seems dangerous.
Hadn't considered Artillerist. This might make a good secondary character.
The Bladesinger/ Artillerist can get insanely good.
Using point buy, high elf and one stat gain you can have St 10 Dex 17 Con 13 Int 18 Wis 10 Ch 10
At Character level 10 (A4/ W6) taking Artificer at L1, Mending as High Elf Cantrip and War Caster feat you have the following before infusions and magic items.
AC 15/ 19 Melee attack +7 Spell attack +8 Spell save DC 16 Concentration Save +4/+8 with advantage
6 Cantrips (2 that can be changed when leveling Artificer)
6 Artificer spells prepared + Shield + Thunderwave
10 Wizard spells prepared
If you take Booming Blade for one of your cantrips (easy since you have 1 more than a single class Wizard) you can use it as your AoO when someone tries to flee Melee potentially doing an extra 3D8 damage if they continue to move.
Artillerist allows you to easily switch roles based on encounter. A second ranged spell attack when staying back. A flame attack for crowd control in melee (no disadvantage on attack roll) . A THP buff against tough enemies (likely you and 1-3 party members). Having Thunderwave prepared for free gives even more options in crowd control role.
Downside vs straight wizard is fewer spells 4/3/3/2 vs 4/3/3/3/2
make a dex build with this. use studded leather, which means you add your dex mod with no limit, the bladesinger hits with dex too so this means you get good armor class, all the artificer abilities, all the wizard spells, and a good to hit all from 2 classes. a good race would be the githzerai because of shield and extra dex.
Important note is that spell save DCs are different when you multi class. If attuned to an all-purpose tool for artificer or tome for wizard, there will be difference in spell DCs. While both classes rely on intelligence, there may be an imbalance.