im making a character and was wondering whats the best 3 level (5 later on) multiclass for a tanky warforged artificer palidin multiclass i just want to make the most annoying tank for the dm to work around. was considering glory, conquest, vengance and redemption.
I don't think a three level dip into Paladin is going to offer an Armorer any significant addition to tankiness that it doesn't already has. Mostly, it's just going to force you to invest points into Charisma.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
A 3 level dip in Eldritch Knight Fighter would make more sense to get you more tanky. You get a Fighting Style like the Paladin dip, Action Surge and a bunch of useful spells like Shield and Find Familiar. Also the requirements for the Fighter dip is less punishing than Paladin, requiring only 13 STR or DEX compared to 13 STR and 13 CHA for Paladin.
Getting the path of the Totem Warrior requires a three level dip and forces you to put points into Strength, which is an otherwise useless stat for an artificer.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Getting the path of the Totem Warrior requires a three level dip and forces you to put points into Strength, which is an otherwise useless stat for an artificer.
Strength isn't a bad stat for a tanky Armorer to have as it helps you [Tooltip Not Found] when you need to, lets you carry more stuff, and Strength saves are fairly common for effects that knock you down or restrain you. While any Artificer can use Armor of Magical Strength to help with some of these (and since you can put Enhanced Defence on a shield you can have both early on), with a few points in Strength it will be even more effective as you can conserve charges for when you need them most, or enhance the effectiveness of the advantage when you use it. Plus Rage is a very, very good ability to pick up on any tank; the main drawback is that you can't cast while it's active, so you need to cast what you need up front if you can (duration with no concentration).
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im making a character and was wondering whats the best 3 level (5 later on) multiclass for a tanky warforged artificer palidin multiclass i just want to make the most annoying tank for the dm to work around. was considering glory, conquest, vengance and redemption.
I don't think a three level dip into Paladin is going to offer an Armorer any significant addition to tankiness that it doesn't already has. Mostly, it's just going to force you to invest points into Charisma.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
A 3 level dip in Eldritch Knight Fighter would make more sense to get you more tanky. You get a Fighting Style like the Paladin dip, Action Surge and a bunch of useful spells like Shield and Find Familiar. Also the requirements for the Fighter dip is less punishing than Paladin, requiring only 13 STR or DEX compared to 13 STR and 13 CHA for Paladin.
Totem barbarian gives you resistance to all damage a few times a day.
Getting the path of the Totem Warrior requires a three level dip and forces you to put points into Strength, which is an otherwise useless stat for an artificer.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Strength isn't a bad stat for a tanky Armorer to have as it helps you [Tooltip Not Found] when you need to, lets you carry more stuff, and Strength saves are fairly common for effects that knock you down or restrain you. While any Artificer can use Armor of Magical Strength to help with some of these (and since you can put Enhanced Defence on a shield you can have both early on), with a few points in Strength it will be even more effective as you can conserve charges for when you need them most, or enhance the effectiveness of the advantage when you use it. Plus Rage is a very, very good ability to pick up on any tank; the main drawback is that you can't cast while it's active, so you need to cast what you need up front if you can (duration with no concentration).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.