Multiclass spellcasting counts half your artificer level (rounded down) in the same way you would for Paladin or Ranger, however the Alchemist gains spells starting at 1st level. This can lead to odd situations where multiclassing can actually reduce the number of spell slots available to a character, especially when multiclassing with something like Eldritch Knight or Arcane Trickster.
Apparently Wizards has additional subclasses for the Artificer as well. I'm hoping for a crossbow expert with a melee pet as one of them. I'm currently playing the Beguiler Wizard from DMsGuild's Xanathar's Lost Notes and it's very fun. It has the spirit of the Arcane Trickster except you get bonus damage from attack roll Cantrips using the same guidelines of sneak attack.
I'm thinking of mixing in 8 levels of Artificer with Crossbow Expert and Sharpshooter to become a nasty sniper when Hasted. Sneak Firebolt + Hand Crossbow + Hand Crossbow bonus action attack. Plus I can be a pretty good utility wizard / backup healer.
Super Tank: Fighter 1 / Artificer 2 / Forge Cleric 1--> As a basic fighter in the City Watch assigned to hunting goblins in the sewers you learn the value of traveling light in good gear and start learning to improve it to improve your survival. This improvement of gear equals life has lead to the learning of and following of a Deity who also supports and blesses such actions.
Fighter: Survival + perception skills and Defensive fighting style
Artificer Infusion: Enhanced Defense, Returning Weapon (Dagger), Replicate Magic item (Goggles of the Night)
Forge Cleric: Blessing of the Forge
AC at level 4 = Scale Mail (14 +1 Blessing of the Forge) + Medium Armor Master Dex Bonus (+3) + Shield (+2 , +1 Enhanced Defense) + Defensive fighting style (+1) +2 Shield of Faith concentration spell= AC24 100% guaranteed at Character level 4. (Makes constitution less important though you have to watch out for AoE damage)
Throw your magic +1 dagger with +1d6 damage from Arcane weapon and it comes back to you. Continue as Artificer to character level 5 for the Artillerist turret as your second attack then 7th level for Arcane Armament (level 5 artificer) and scorching ray, all while starting with a AC20 at level 1, Getting AC21 at level 3, and AC22 at level 4. If you can get half plate during those level you can push that to AC23 but that's 750gp..... so good luck. If your still worried you might get hit you can cast Shield of Faith or Haste to bring that to a AC24 or 25 and shield spell (from artillerist as a reaction) for a total of AC29 or AC30. Then Blink on top of that ... incase your still somehow worried.
At character level 19 (Artificer level 16, grab Replicate Magic item (Amulet of Health, Con = 19) and Replicate Magic item (Belt of hill giant strength, Str = 21)
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Apparently Wizards has additional subclasses for the Artificer as well. I'm hoping for a crossbow expert with a melee pet as one of them. I'm currently playing the Beguiler Wizard from DMsGuild's Xanathar's Lost Notes and it's very fun. It has the spirit of the Arcane Trickster except you get bonus damage from attack roll Cantrips using the same guidelines of sneak attack.
I'm thinking of mixing in 8 levels of Artificer with Crossbow Expert and Sharpshooter to become a nasty sniper when Hasted. Sneak Firebolt + Hand Crossbow + Hand Crossbow bonus action attack. Plus I can be a pretty good utility wizard / backup healer.
The additional subclasses (if any) will be in the next UA it may just list the additional spells for an Artificer from other books, but yes I am hoping for more subclasses.
1 level dip: access to all the Artificer Cantrips and 1st level spells as you can change them on a long rest, the first level spells Arcane Weapon and Cure Wounds.
2 level dip: the above plus your choice of three magic items for free.
3-4 level dip: an extra attack/feat using your bonus action (turrets or homunculus)
Of note are: the unique concentration spell which increases damage by 1d6 of an element; free magic items in a setting in which they are rare; an extra attack/action from a summon/minion (though fragile as hit points scale with class level).
Wizards would love the extra damage the turret provides as well as access to variable cantrips to complement the wizard's own variability. At 10(Artificer/Artillerist) / 10(Wizard/School of Invention) the spellcaster can switch both a spell and cantrip with a short rest, though that is quite a built...
At first glance I thought that the Alchemist might be able to resonate with the Cleric of Life, unfortunately the 17th level feat "Supreme Healing" is too good to pass up just to get a +5 to Cure Wounds (the only healing spell in the Artificer's spell list) at 6th level and 5 free uses of Lesser Restoration to remove status conditions... Unfortunately, a pure Cleric of Life is much better suited for healing duties. Best combo ignoring this is 19 Alchemist/1 Cleric of Life since it gives a +8 healing to Cure Wounds which can be casted at higher levels if needed or 10 times daily for free using the 18th level feature. (2 +spell level +spellcasting modifier)
If you plan to play a Wizard, you probably should start as an artificer for at least one or two levels. You'll lose a tiny bit of spell casting progression, but you'll gain the following:
1) Medium armor prof 2) Shield prof 3) Constitution saving throws 4) Slightly more starting hp 5) some weapon and tool proficiencies (thieves tools!) 6) Magical Tinkering 7) Extra Cantrips (guidance!) 8) Tons of versatility with level 1 spell slots (and a lot of extra prepared level 1 spells chosen from the entire list)
A twf UA Brute fighter with a 1 level Artificer dip,is and dual wielder feat is a pretty solid damage dealer. When you are running Arcane Weapon (which should be twice per day) you can do up to 8D8+4D6 + 4*Strength (limited by hit accuracy) on every round. That's average 64-70 damage per round. With action surge, add 6d8 and 3d6 + 3*strength. If you can pick up a weapon like a flame tongue long sword...
For out of combat utility you should have a few spare feats plus access to the Guidance cantrip, and an emergency cure wounds (costs a precious spell slot). Brute makes the chance of failing a concentration save pretty low between brutish durability, likely high con score and, and indomitable.
If you have the charisma score for it and want to put the icing on that, take a level of Warlock Hexblade for Hexbalde's curse. It's nice for a +to damage *# of hits, but it also means that on an action surged round your chance of critical hit is doubled. I am not sure the exact math but doubling your chance to crit makes it 1/10, and then having 4-7 chances to do it... Yowza. It does take a bonus action though.
If you plan to play a Wizard, you probably should start as an artificer for at least one or two levels. You'll lose a tiny bit of spell casting progression, but you'll gain the following:
1) Medium armor prof 2) Shield prof 3) Constitution saving throws 4) Slightly more starting hp 5) some weapon and tool proficiencies (thieves tools!) 6) Magical Tinkering 7) Extra Cantrips (guidance!) 8) Tons of versatility with level 1 spell slots (and a lot of extra prepared level 1 spells chosen from the entire list)
I would say go 3 levels of Artificer for the subclass pick and abilities, go Battlesmith and use Intelligence for beating folks up with your staff Beat them up with your brains.
If you are going to go high up as a wizard, I think the Archivist might be the way to go. The ability to cast your spells from a remote starting point should be sweet. I'll have to play test one to know for sure.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
If you are going to go high up as a wizard, I think the Archivist might be the way to go. The ability to cast your spells from a remote starting point should be sweet. I'll have to play test one to know for sure.
I think it is important to note that you can only cast your Artificer Spells from your manifest mind's space. So your Wizard Spells would not have that feature. You can, however, still use your higher spells slots for Information Overload. Though at higher levels it would be better to just cast higher level spells, since Information Overload doesn't hold up compared to spells of that slot.
Also of issue is that Artificers cap out at 5th level spells, so multiclassing with them rounds their level down and may end up with your wizard being unable to cast higher level spells.
Also of issue is that Artificers cap out at 5th level spells, so multiclassing with them rounds their level down and may end up with your wizard being unable to cast higher level spells.
As of the last update to the Artificer, multi-classing an Artificer rounds their level up. I can't find mention of this on DnDBeyond, but it is noted in the Unearthed Arcana pdf at the end under multi-classing.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Also of issue is that Artificers cap out at 5th level spells, so multiclassing with them rounds their level down and may end up with your wizard being unable to cast higher level spells.
As of the last update to the Artificer, multi-classing an Artificer rounds their level up. I can't find mention of this on DnDBeyond, but it is noted in the Unearthed Arcana pdf at the end under multi-classing.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
So what you're saying is artificer 1/wizard 19 is the way to go? :P
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Curious if anyone had tried to Multiclass with the new Artificer release? I'm thinking of mixing in some Wizard for a little more spell access.
go Artificer to 6 / Forge cleric for the rest
If you go for a crossbow artificer, 3 Battlemaster Fighter / Artillerist Artificer would be great as well
I am plying around with my level 12 school of Invention wizard and converting it (with my DM's blessing)
I am going with8 levels of Artificer, 2 levels of Forge domain cleric, and 2 levels of War Magic wizard.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Please be aware of some oddities with the way the multiclass spellcaster rules work.
Multiclass spellcasting counts half your artificer level (rounded down) in the same way you would for Paladin or Ranger, however the Alchemist gains spells starting at 1st level. This can lead to odd situations where multiclassing can actually reduce the number of spell slots available to a character, especially when multiclassing with something like Eldritch Knight or Arcane Trickster.
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Gunslinger 3, artificer 17. Honestly this combo feels to me like what Percy should have been.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
Apparently Wizards has additional subclasses for the Artificer as well. I'm hoping for a crossbow expert with a melee pet as one of them. I'm currently playing the Beguiler Wizard from DMsGuild's Xanathar's Lost Notes and it's very fun. It has the spirit of the Arcane Trickster except you get bonus damage from attack roll Cantrips using the same guidelines of sneak attack.
I'm thinking of mixing in 8 levels of Artificer with Crossbow Expert and Sharpshooter to become a nasty sniper when Hasted. Sneak Firebolt + Hand Crossbow + Hand Crossbow bonus action attack. Plus I can be a pretty good utility wizard / backup healer.
Super Tank: Fighter 1 / Artificer 2 / Forge Cleric 1--> As a basic fighter in the City Watch assigned to hunting goblins in the sewers you learn the value of traveling light in good gear and start learning to improve it to improve your survival. This improvement of gear equals life has lead to the learning of and following of a Deity who also supports and blesses such actions.
Human (variant) Str: 12 | Dex: 16 | Con: 8 | Int: 16 | Wis: 13 | Cha: 8 Skill: Stealth , Feat: Medium Armor Master, Language: Goblin
Fighter: Survival + perception skills and Defensive fighting style
Artificer Infusion: Enhanced Defense, Returning Weapon (Dagger), Replicate Magic item (Goggles of the Night)
Forge Cleric: Blessing of the Forge
AC at level 4 = Scale Mail (14 +1 Blessing of the Forge) + Medium Armor Master Dex Bonus (+3) + Shield (+2 , +1 Enhanced Defense) + Defensive fighting style (+1) +2 Shield of Faith concentration spell= AC24 100% guaranteed at Character level 4. (Makes constitution less important though you have to watch out for AoE damage)
Throw your magic +1 dagger with +1d6 damage from Arcane weapon and it comes back to you. Continue as Artificer to character level 5 for the Artillerist turret as your second attack then 7th level for Arcane Armament (level 5 artificer) and scorching ray, all while starting with a AC20 at level 1, Getting AC21 at level 3, and AC22 at level 4. If you can get half plate during those level you can push that to AC23 but that's 750gp..... so good luck. If your still worried you might get hit you can cast Shield of Faith or Haste to bring that to a AC24 or 25 and shield spell (from artillerist as a reaction) for a total of AC29 or AC30. Then Blink on top of that ... incase your still somehow worried.
At character level 19 (Artificer level 16, grab Replicate Magic item (Amulet of Health, Con = 19) and Replicate Magic item (Belt of hill giant strength, Str = 21)
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
The additional subclasses (if any) will be in the next UA it may just list the additional spells for an Artificer from other books, but yes I am hoping for more subclasses.
Blessing of the Forge doesn't work on shields.
If we talk about Artificer Dips:
1 level dip: access to all the Artificer Cantrips and 1st level spells as you can change them on a long rest, the first level spells Arcane Weapon and Cure Wounds.
2 level dip: the above plus your choice of three magic items for free.
3-4 level dip: an extra attack/feat using your bonus action (turrets or homunculus)
Of note are: the unique concentration spell which increases damage by 1d6 of an element; free magic items in a setting in which they are rare; an extra attack/action from a summon/minion (though fragile as hit points scale with class level).
Wizards would love the extra damage the turret provides as well as access to variable cantrips to complement the wizard's own variability. At 10(Artificer/Artillerist) / 10(Wizard/School of Invention) the spellcaster can switch both a spell and cantrip with a short rest, though that is quite a built...
At first glance I thought that the Alchemist might be able to resonate with the Cleric of Life, unfortunately the 17th level feat "Supreme Healing" is too good to pass up just to get a +5 to Cure Wounds (the only healing spell in the Artificer's spell list) at 6th level and 5 free uses of Lesser Restoration to remove status conditions... Unfortunately, a pure Cleric of Life is much better suited for healing duties. Best combo ignoring this is 19 Alchemist/1 Cleric of Life since it gives a +8 healing to Cure Wounds which can be casted at higher levels if needed or 10 times daily for free using the 18th level feature. (2 +spell level +spellcasting modifier)
If you plan to play a Wizard, you probably should start as an artificer for at least one or two levels. You'll lose a tiny bit of spell casting progression, but you'll gain the following:
1) Medium armor prof
2) Shield prof
3) Constitution saving throws
4) Slightly more starting hp
5) some weapon and tool proficiencies (thieves tools!)
6) Magical Tinkering
7) Extra Cantrips (guidance!)
8) Tons of versatility with level 1 spell slots (and a lot of extra prepared level 1 spells chosen from the entire list)
A twf UA Brute fighter with a 1 level Artificer dip,is and dual wielder feat is a pretty solid damage dealer. When you are running Arcane Weapon (which should be twice per day) you can do up to 8D8+4D6 + 4*Strength (limited by hit accuracy) on every round. That's average 64-70 damage per round. With action surge, add 6d8 and 3d6 + 3*strength. If you can pick up a weapon like a flame tongue long sword...
For out of combat utility you should have a few spare feats plus access to the Guidance cantrip, and an emergency cure wounds (costs a precious spell slot). Brute makes the chance of failing a concentration save pretty low between brutish durability, likely high con score and, and indomitable.
If you have the charisma score for it and want to put the icing on that, take a level of Warlock Hexblade for Hexbalde's curse. It's nice for a +to damage *# of hits, but it also means that on an action surged round your chance of critical hit is doubled. I am not sure the exact math but doubling your chance to crit makes it 1/10, and then having 4-7 chances to do it... Yowza. It does take a bonus action though.
I would say go 3 levels of Artificer for the subclass pick and abilities, go Battlesmith and use Intelligence for beating folks up with your staff Beat them up with your brains.
If you are going to go high up as a wizard, I think the Archivist might be the way to go. The ability to cast your spells from a remote starting point should be sweet. I'll have to play test one to know for sure.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I think it is important to note that you can only cast your Artificer Spells from your manifest mind's space. So your Wizard Spells would not have that feature. You can, however, still use your higher spells slots for Information Overload. Though at higher levels it would be better to just cast higher level spells, since Information Overload doesn't hold up compared to spells of that slot.
I completely missed the part about Artificer only spells . . .
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Also of issue is that Artificers cap out at 5th level spells, so multiclassing with them rounds their level down and may end up with your wizard being unable to cast higher level spells.
As of the last update to the Artificer, multi-classing an Artificer rounds their level up. I can't find mention of this on DnDBeyond, but it is noted in the Unearthed Arcana pdf at the end under multi-classing.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
So what you're saying is artificer 1/wizard 19 is the way to go? :P