So... been working on this build for a bit and was wondering if I could get some feedback. I am new at playing a barbarian, but familiar with the artificer.
Concept. A rather smart (int 14) barbarian that uses alchemic science as performance enhancers. Their body gets so saturated with magic juice, that it sets off weird effects when he rages.
Pros.
While spells can not be cast while raging, elixirs can be consumed. Pre-summoning (and using spell slots) so he always has then on hand. Spell selection can be ritual spells for out 0f combat support. Cantrips of choice is booming blade and guidance.
Infusions for increased defense and attacks (returning weapon). Homuc servant for a (weak) bonus action range attack and additional support, Spell wrought tattoo for an additional spell casting (not casting a spell, but activating a magic item; should be able to use while raging). I am stuck with these four choices until lvl 15 onwards but these choices should provide enough flexibility to last several levels (that's where I will decide if I want additional levels or "retire" as an artificer)
Bolstering Magic (Wild Magic level 6 feature) First bullet point + Guidance+ Boldness elixir could be an interesting combo for attacks, saves and ability rolls bonuses, Second bullet point allows for a regain of a spell slot (or an additional elixir).
Cons
Adding INT to an already MADD build. Strength is the primary and Charisma is the dump. But trying to balance Con, Dex, Int, and not having a negative Wis is challenging.
Slower progression of barbarian levels (ie the extra attack at level 8). this might be less of an issue due to magic from the artificer (swiftness elixir = Fast movement, bonus action attack robot)
So do you what do you think? is this a worth while build idea or am I setting up for failure?
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So... been working on this build for a bit and was wondering if I could get some feedback. I am new at playing a barbarian, but familiar with the artificer.
Level breakdown: 1-2 = Barbarian 1-2, lvl 3-5 = artificer alchemist 1-3, lvl 6> Wild magic barbarian
Concept. A rather smart (int 14) barbarian that uses alchemic science as performance enhancers. Their body gets so saturated with magic juice, that it sets off weird effects when he rages.
Pros.
While spells can not be cast while raging, elixirs can be consumed. Pre-summoning (and using spell slots) so he always has then on hand. Spell selection can be ritual spells for out 0f combat support. Cantrips of choice is booming blade and guidance.
Infusions for increased defense and attacks (returning weapon). Homuc servant for a (weak) bonus action range attack and additional support, Spell wrought tattoo for an additional spell casting (not casting a spell, but activating a magic item; should be able to use while raging). I am stuck with these four choices until lvl 15 onwards but these choices should provide enough flexibility to last several levels (that's where I will decide if I want additional levels or "retire" as an artificer)
Bolstering Magic (Wild Magic level 6 feature) First bullet point + Guidance+ Boldness elixir could be an interesting combo for attacks, saves and ability rolls bonuses, Second bullet point allows for a regain of a spell slot (or an additional elixir).
Cons
Adding INT to an already MADD build. Strength is the primary and Charisma is the dump. But trying to balance Con, Dex, Int, and not having a negative Wis is challenging.
Slower progression of barbarian levels (ie the extra attack at level 8). this might be less of an issue due to magic from the artificer (swiftness elixir = Fast movement, bonus action attack robot)
So do you what do you think? is this a worth while build idea or am I setting up for failure?