So I was thinking about the fact that a warforged druid is essentially a character from Beast Wars Transformers, which led me to wanting to make grimlock, which made me think that an artificer’s homonculus could mimic Lazerbeak from the old transformers, then decided to try to combine the two. So I’m looking at a warforged circle of the moon Druid 6/battlesmith 6 to get the abilities I want. I’m trying to figure out if I’m hurting myself too much by doing both. And if not what my split should be between the two classes.
The artificer gives me the steel defender to mimic ravage, homonculus to mimic lazerbeak, the bag of holding infusion so they can pop out of my chest, firebolt to reflavor into a blaster, an arm blade to get a megatron esque mace.
The druid gives me the ability to transform, circle of moon let’s me upgrade from a raptor to an allosaurus, and makes my wild shape ignore resistance to normal weapons.
I figured I’d start as an artificer, since it gives me more proficiencies, then next two levels go to druid because transforming was the goal here, followed by 2 more in artificer so I can make my steel defender. Beyond that I’m uncertain of the order for leveling, or what a level 20 (in the event that I play him long enough) should end up.
Has anyone have experience with something like this? If so what advice do you have? Or am I just hamstringing myself too badly because both classes have nice looking level 20 abilities?
I know, this is a super old thread. But do you have experience now?
I'm looking to mutliclass into Artificer (Alchemist) at around lvl 7. I'm playing a lvl 5 Moon Druid right now.
For me it's really hard to pin down the right moment to MC.
First, because as a Moon Druid you are kind of dependent on your Wild Shape Improvements (for CR2 Creatures at lvl 6; flying speed at lvl 8) and also 5th lvl spells at lvl 9.
Second its kind of hard to get your INT up, to not be useless as artificer. At lvl 5 I have WIS 18 and INT 14 and I did not get the warcaster feat, witch I feel like is a must have as a Moon Druid. There is a Infusion that lets you auto succeed Concentration Checks tho.
more flavour than anything, the artificers' tools could be made up from both tech and nature, like a net firing machine with viny nets, and spells with a steampunk vibe but still ties in with nature (like barkskin makes armour have plants growing rapidly over it)
yo a alchemist circle of spores druid seems like a cool concept. He could make a device that launches tranquilizer darts that administers the elixers he makes. Also make him super buff and carry around a sledgehammer for no reason.
yo a alchemist circle of spores druid seems like a cool concept. He could make a device that launches tranquilizer darts that administers the elixers he makes. Also make him super buff and carry around a sledgehammer for no reason.
That's a neat idea! Especially the sledgehammer :D I have a Spores Druid in the campaign I run, I'm sure he'd like that!
more flavour than anything, the artificers' tools could be made up from both tech and nature, like a net firing machine with viny nets, and spells with a steampunk vibe but still ties in with nature (like barkskin makes armour have plants growing rapidly over it)
That's kind of what I plan to do
As infusions, my Druid would make plants and magical inscriptions instead of mechanical items. For example a small plant elemental as a Homunculus Servant
In Eberron I had a warforged druid called the Germinator. "Give me your trowel, your rake and your wheelbarrow!". "Wolfie's just fine!" "I'll be bark!" You get the idea.
In this, I was allowed to use the circle of the forged which roughly parallels circle of the moon but with construct variants of animals.
Druids get an optional rules way to gain a temporary familiar for a use of wildshape which, as circle of the forge, might work for Lazerbeak.
If you're competing with Optimus, an artificer/druid might be sub-optimal - great for flavour though. :D
While a druid-artificer multiclass can have some cool thematic connections, mechanically the artificer doesn't add much benefit to the druid. The reason is that a Druid cannot use armor or additional weapons outside of those prescribed in their class, so the Artificer is limited in terms of helping the druid in melee combat. (Note: if your DM allows you to use armor, then the Artificer can help the druid by taking the Armorer subclass).And the Artificer's spell list doesn't help the Druid as much as the spell list of other classes. In fact, I really don't think the spell list of any other spellcasting class benefits the druid enough to warrant multiclassing with a spellcaster--just pick the right druid subclass for the spellcasting flavor you're looking for, e.g., Spores for necromancy, etc. (Full disclosure: IMO the best multiclass for a druid is a barbarian because of all of the great features you get immediately like rage, reckless attack and unarmored defense, which helps their wildshape in combat; or a fighter, which gets second wind and action surge at level 2, which can boost attacks in wildshape; third, and less so than barbarian and fighter is monk, whose unarmored defense, unarmed strike and flurry of blows, all of which can also help in wildshape and melee combat more generally.)
That said, if you're going to multiclass, it's best to do it early, probably when the druid is 2nd level when the druid is squishy. At level 1 artificers get two cantrips and two 1st level spells. Many of the artificer spells are not on the druid spell list and many are decent damage dealing spells, e.g., booming blade, catapult, and utility spells such as prestidigitation, mage hand, etc. At level 2, artificers gain the ability to create magical items such as a +1 weapon, bag of holding, wand of magic detection, etc. And at level 3, artificers get their subclass feature. IMO a good subclass option for a druid is Artillerist (again, can't do the Armorer subclass because most DMs don't allow the druid to use armor)
Artillerist gets shield at level 3, and allows you to create an Eldritch Cannon, which does either 2d8 fire or force damage, or grants everyone within 10 ft temporary HPs.
After level 3, I'd stop. Although at level 6 artificers can create some pretty cool magic items like boots or a cloak of elvinkind, eyes of charming, gloves of thievery, etc.
I agree fully, I'm trying to do this as well. but instead I'm doing circle of dreams. My father is our dungeon master and we're both doing our fullest to do this character correctly. But I do believe that if you're skilled and know the advanced guild-line. you can do it, But I do suggest about you're tools and such. You have more tools and that means more weight. It might not or might effect you're game. I suggest going you're own way though, I understand if its not the answer you aren't looking for. But here's my best advice You need to roll the basics and then move to all. I have all the handbooks for now. (Getting more) But I read over all. Making sure I take things away that might make my dnd character to overpowering. Because its not fun to have an OP character is it? That's my best advice I suggest. Even I'm still building on. I hope any of you found this helpful :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I was thinking about the fact that a warforged druid is essentially a character from Beast Wars Transformers, which led me to wanting to make grimlock, which made me think that an artificer’s homonculus could mimic Lazerbeak from the old transformers, then decided to try to combine the two. So I’m looking at a warforged circle of the moon Druid 6/battlesmith 6 to get the abilities I want. I’m trying to figure out if I’m hurting myself too much by doing both. And if not what my split should be between the two classes.
The artificer gives me the steel defender to mimic ravage, homonculus to mimic lazerbeak, the bag of holding infusion so they can pop out of my chest, firebolt to reflavor into a blaster, an arm blade to get a megatron esque mace.
The druid gives me the ability to transform, circle of moon let’s me upgrade from a raptor to an allosaurus, and makes my wild shape ignore resistance to normal weapons.
I figured I’d start as an artificer, since it gives me more proficiencies, then next two levels go to druid because transforming was the goal here, followed by 2 more in artificer so I can make my steel defender. Beyond that I’m uncertain of the order for leveling, or what a level 20 (in the event that I play him long enough) should end up.
Has anyone have experience with something like this? If so what advice do you have? Or am I just hamstringing myself too badly because both classes have nice looking level 20 abilities?
I think it sounds great!
If you ask me, flavour and roleplay are the most important, (combat) abilities come later.
It's the most important you have fun playing the character!
I know, this is a super old thread. But do you have experience now?
I'm looking to mutliclass into Artificer (Alchemist) at around lvl 7. I'm playing a lvl 5 Moon Druid right now.
For me it's really hard to pin down the right moment to MC.
First, because as a Moon Druid you are kind of dependent on your Wild Shape Improvements (for CR2 Creatures at lvl 6; flying speed at lvl 8) and also 5th lvl spells at lvl 9.
Second its kind of hard to get your INT up, to not be useless as artificer. At lvl 5 I have WIS 18 and INT 14 and I did not get the warcaster feat, witch I feel like is a must have as a Moon Druid. There is a Infusion that lets you auto succeed Concentration Checks tho.
What do you guys think? Any tips?
more flavour than anything, the artificers' tools could be made up from both tech and nature, like a net firing machine with viny nets, and spells with a steampunk vibe but still ties in with nature (like barkskin makes armour have plants growing rapidly over it)
yo a alchemist circle of spores druid seems like a cool concept. He could make a device that launches tranquilizer darts that administers the elixers he makes. Also make him super buff and carry around a sledgehammer for no reason.
That's a neat idea! Especially the sledgehammer :D I have a Spores Druid in the campaign I run, I'm sure he'd like that!
That's kind of what I plan to do
As infusions, my Druid would make plants and magical inscriptions instead of mechanical items. For example a small plant elemental as a Homunculus Servant
In Eberron I had a warforged druid called the Germinator. "Give me your trowel, your rake and your wheelbarrow!". "Wolfie's just fine!" "I'll be bark!" You get the idea.
In this, I was allowed to use the circle of the forged which roughly parallels circle of the moon but with construct variants of animals.
Druids get an optional rules way to gain a temporary familiar for a use of wildshape which, as circle of the forge, might work for Lazerbeak.
If you're competing with Optimus, an artificer/druid might be sub-optimal - great for flavour though. :D
It’s probably best to not take more than three levels in your second class (probably Artificer). You’ll miss out on a lot of higher powered spells.
While a druid-artificer multiclass can have some cool thematic connections, mechanically the artificer doesn't add much benefit to the druid. The reason is that a Druid cannot use armor or additional weapons outside of those prescribed in their class, so the Artificer is limited in terms of helping the druid in melee combat. (Note: if your DM allows you to use armor, then the Artificer can help the druid by taking the Armorer subclass).And the Artificer's spell list doesn't help the Druid as much as the spell list of other classes. In fact, I really don't think the spell list of any other spellcasting class benefits the druid enough to warrant multiclassing with a spellcaster--just pick the right druid subclass for the spellcasting flavor you're looking for, e.g., Spores for necromancy, etc. (Full disclosure: IMO the best multiclass for a druid is a barbarian because of all of the great features you get immediately like rage, reckless attack and unarmored defense, which helps their wildshape in combat; or a fighter, which gets second wind and action surge at level 2, which can boost attacks in wildshape; third, and less so than barbarian and fighter is monk, whose unarmored defense, unarmed strike and flurry of blows, all of which can also help in wildshape and melee combat more generally.)
That said, if you're going to multiclass, it's best to do it early, probably when the druid is 2nd level when the druid is squishy. At level 1 artificers get two cantrips and two 1st level spells. Many of the artificer spells are not on the druid spell list and many are decent damage dealing spells, e.g., booming blade, catapult, and utility spells such as prestidigitation, mage hand, etc. At level 2, artificers gain the ability to create magical items such as a +1 weapon, bag of holding, wand of magic detection, etc. And at level 3, artificers get their subclass feature. IMO a good subclass option for a druid is Artillerist (again, can't do the Armorer subclass because most DMs don't allow the druid to use armor)
After level 3, I'd stop. Although at level 6 artificers can create some pretty cool magic items like boots or a cloak of elvinkind, eyes of charming, gloves of thievery, etc.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I agree fully, I'm trying to do this as well. but instead I'm doing circle of dreams. My father is our dungeon master and we're both doing our fullest to do this character correctly. But I do believe that if you're skilled and know the advanced guild-line. you can do it, But I do suggest about you're tools and such. You have more tools and that means more weight. It might not or might effect you're game.
I suggest going you're own way though, I understand if its not the answer you aren't looking for. But here's my best advice
You need to roll the basics and then move to all. I have all the handbooks for now. (Getting more) But I read over all. Making sure I take things away that might make my dnd character to overpowering. Because its not fun to have an OP character is it?
That's my best advice I suggest.
Even I'm still building on. I hope any of you found this helpful :)