Anything with an Intelligence bump is acceptable. Artificers are gifted with no pressing need for any stat save Intelligence; yes, others are nice to have but they don't need that junk the way other classes do.
I would also posit that anything which helps with their super limited cantrips is going to be a big boon, given the absolute requirement for Mending on most artificers cutting deeply into their choices. High Elf relieves the pressure some, as does Vhuman with Magic Initiate (god I hate that species...). Various varieties of tiefling - Mammon has proven surprisingly baller for my own artificer, no need to waste cantrip space on Mage Hand and once-a-day free Arcane Lock meshes almost shockingly well with a variety of artificer-y bullshit.
Artificers are gifted with no pressing need for any stat save Intelligence; yes, others are nice to have but they don't need that junk the way other classes do.
I mean trying to get a +2 Dex Mod for Medium Armor would be ideal.
Artificers are gifted with no pressing need for any stat save Intelligence; yes, others are nice to have but they don't need that junk the way other classes do.
I mean trying to get a +2 Dex Mod for Medium Armor would be ideal.
Yeah, I'd say that Artificers do need some DEX in order to actually be good in combat, especially since most of your weapons will be ranged.
You don't need Dexterity if you are a Battle Smith as much as the other subclasses do, but it is a good boost. I forgot Yuan-ti Pureblood and Hobgoblin. Both great choices.
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Yeah, but since Battle Smiths are more likely to run into combat, I think it is more likely for them to try to get the plate armor, especially with their armor enhancing abilities.
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An artificer has two different infusions it can use to not give a snot about Strength - Gauntlets of Ogre Power at lower levels or Belt of Hill Giant Strength at higher levels. The latter makes you swoler than any non-barbarian in the game that hasn't read an exercise book, and makes your base Strength a nonfactor.
They can also Amulet of Health themselves to not give a snot about Constitution, though they have to live to level 14 with dumped Con before that happens. Nevertheless, a canny artificer can play it somewhat safer until she gets there, then amulet up using her five infusion slots to get to the level sturdy chonk that normally requires a deep investment in ASIs or a Con-focused species.
Technically they can also Headband of Intellect, but if the artificer is wearing her own Headband and actively benefitting from it at 10th level, somebody dun goofed, so ignore that for now.
The artificer generally has access to an item that can patch any given weakness of its species/stat set. Bad Dex saves getting you blown up by dragon breath? Ring of Evasion. Crapass Athletics number giving you guff? Aforementioned Belt and/or Gloves of Swimming and Climbing. Shortness and/or Dorfness keeping you slow, or not feeling swole enough to wear that fancy plate? Boots of Striding and Springing.
Species is a lot less important on these things, since they're so much more capable than most characters are of fixing their own issues and shortcomings. It is, as the kids say these days, p schway.
Yes, Gith are good, the extra spells for both races are extremely useful for an artificer, but I think Githyanki are better for artificers than Githzerai.
Now I want to play in a party that has a Githyanki Battle Smith, Red Dragon shaped Steel Defender, and Githzerai Psionic Wizard/Mystic/Monk.
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As for subclasses, I'm bored so I'm just going to go through a bunch of the races (from a mechanical AND a story standpoint). I know the point is supposed to be "What's good at the artillerist," not, "which artillerist is best for each," but this was too fun not to do.
Dragonborn: Battle Smith
Dwarf: Battle Smith
Elf: *High Elf: Alchemist *Wood Elf: Artillerist
Gnome: * Rock Gnome: Artillerist * Forest Gnome: Alchemist * Svirfneblin: Battle Smith
Halfling: Alchemist
Half-Elf: Alchemist
Half-Orc: Battle Smith
Human: Any
Tiefling: Artillerist
Aarocockra: Alchemist
Genasi: *Air: Alchemist *Earth: Battle Smith *Fire: Artillerist *Water: Alchemist
Goliath: Battle Smith
Goblinoids: Goblin: Artillerist Hobgoblin: Artillerist Bugbear: Battle Smith
Orc: Nope
Kobold: Artillerist
Triton: Battle Smith
Tabaxi: Artillerist
Yuan-Ti: Artillerist
Aasimar: *Protector: Alchemist *Scourge: Battle Smith *Fallen: Artillerist
That eberron telepathic dream race is worth a mention. The stats dont' really mesh well sadly. but the telepathy actually lets you talk to and or scout with your homculus and such. Since otherwise you can't actually communicate with it, nor can it tell you what it found wihle scouting.
Really aren't many INT giving races sadly. not compared to other stats anyway.
Kobold is worth mentioning. The INT one isn't bad for a B.Smith. but I like the magic giving subrace for kobold more personally, because it pairs nicely with Alchemist for extra utility cantrips. Also in general its fun.
Elf is Alche-Lock is probably a standout mention. 4 hour sleep, short rest elixirs.
Warfordged, Elf, Gnome, Vesk are probably the best though mechanically
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What are the best race for the Artificer, and each subclass? The top few that come to mind are these:
Anything else? Am I missing anything?
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
High Elf, and really any of the +2 dex +1 int races
Anything with an Intelligence bump is acceptable. Artificers are gifted with no pressing need for any stat save Intelligence; yes, others are nice to have but they don't need that junk the way other classes do.
I would also posit that anything which helps with their super limited cantrips is going to be a big boon, given the absolute requirement for Mending on most artificers cutting deeply into their choices. High Elf relieves the pressure some, as does Vhuman with Magic Initiate (god I hate that species...). Various varieties of tiefling - Mammon has proven surprisingly baller for my own artificer, no need to waste cantrip space on Mage Hand and once-a-day free Arcane Lock meshes almost shockingly well with a variety of artificer-y bullshit.
Please do not contact or message me.
I'm running Mark of Mending for the free Mending cantrip, spells, and bonus d4 to tool checks.
I mean trying to get a +2 Dex Mod for Medium Armor would be ideal.
Yeah, I'd say that Artificers do need some DEX in order to actually be good in combat, especially since most of your weapons will be ranged.
You don't need Dexterity if you are a Battle Smith as much as the other subclasses do, but it is a good boost. I forgot Yuan-ti Pureblood and Hobgoblin. Both great choices.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Their weapons are normally based on Intelligence, and I think they're more likely to take the heavily armored feat.
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Yeah, but since Battle Smiths are more likely to run into combat, I think it is more likely for them to try to get the plate armor, especially with their armor enhancing abilities.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Put it this way.
An artificer has two different infusions it can use to not give a snot about Strength - Gauntlets of Ogre Power at lower levels or Belt of Hill Giant Strength at higher levels. The latter makes you swoler than any non-barbarian in the game that hasn't read an exercise book, and makes your base Strength a nonfactor.
They can also Amulet of Health themselves to not give a snot about Constitution, though they have to live to level 14 with dumped Con before that happens. Nevertheless, a canny artificer can play it somewhat safer until she gets there, then amulet up using her five infusion slots to get to the level sturdy chonk that normally requires a deep investment in ASIs or a Con-focused species.
Technically they can also Headband of Intellect, but if the artificer is wearing her own Headband and actively benefitting from it at 10th level, somebody dun goofed, so ignore that for now.
The artificer generally has access to an item that can patch any given weakness of its species/stat set. Bad Dex saves getting you blown up by dragon breath? Ring of Evasion. Crapass Athletics number giving you guff? Aforementioned Belt and/or Gloves of Swimming and Climbing. Shortness and/or Dorfness keeping you slow, or not feeling swole enough to wear that fancy plate? Boots of Striding and Springing.
Species is a lot less important on these things, since they're so much more capable than most characters are of fixing their own issues and shortcomings. It is, as the kids say these days, p schway.
Please do not contact or message me.
Gith
Your secret is safe with my indifference - Percy
Yes, Gith are good, the extra spells for both races are extremely useful for an artificer, but I think Githyanki are better for artificers than Githzerai.
Now I want to play in a party that has a Githyanki Battle Smith, Red Dragon shaped Steel Defender, and Githzerai Psionic Wizard/Mystic/Monk.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
As for subclasses, I'm bored so I'm just going to go through a bunch of the races (from a mechanical AND a story standpoint). I know the point is supposed to be "What's good at the artillerist," not, "which artillerist is best for each," but this was too fun not to do.
Dragonborn: Battle Smith
Dwarf: Battle Smith
Elf:
*High Elf: Alchemist
*Wood Elf: Artillerist
Gnome:
* Rock Gnome: Artillerist
* Forest Gnome: Alchemist
* Svirfneblin: Battle Smith
Halfling: Alchemist
Half-Elf: Alchemist
Half-Orc: Battle Smith
Human: Any
Tiefling: Artillerist
Aarocockra: Alchemist
Genasi:
*Air: Alchemist
*Earth: Battle Smith
*Fire: Artillerist
*Water: Alchemist
Goliath: Battle Smith
Goblinoids:
Goblin: Artillerist
Hobgoblin: Artillerist
Bugbear: Battle Smith
Orc: Nope
Kobold: Artillerist
Triton: Battle Smith
Tabaxi: Artillerist
Yuan-Ti: Artillerist
Aasimar:
*Protector: Alchemist
*Scourge: Battle Smith
*Fallen: Artillerist
Firbolg: Nope
Kenku: Alchemist
Lizardfolk: Battle Smith
Tortle: Battle Smith
Changeling: Alchemist
Kalashtar: Alchemist
Shifter: Artillerist
Warforged: Battle Smith
Hobgoblin, stay at 14 dex, medium armour, stack con and int obvs.
That eberron telepathic dream race is worth a mention. The stats dont' really mesh well sadly. but the telepathy actually lets you talk to and or scout with your homculus and such. Since otherwise you can't actually communicate with it, nor can it tell you what it found wihle scouting.
Really aren't many INT giving races sadly. not compared to other stats anyway.
Kobold is worth mentioning. The INT one isn't bad for a B.Smith. but I like the magic giving subrace for kobold more personally, because it pairs nicely with Alchemist for extra utility cantrips. Also in general its fun.
Elf is Alche-Lock is probably a standout mention. 4 hour sleep, short rest elixirs.
Warfordged, Elf, Gnome, Vesk are probably the best though mechanically