I decided to think up on a wild/tribal style to the Artificer as it currently is in UA and ended up with a couple neat concepts. The recent update however gave me an even better take on it!
My preferred Tribal Artifice is the Lizardfolk Battle Smith. Lizardfolk already have the feature of being able to craft weapons and shields from the remains of monsters, with the main example being bones using the Leatherworker's tools. Given that the class itself tells you to be inspired when choosing your method of casting, I'd wager most DMs would allow a construct of bones and wood sinew to take the place of your Iron Defender (same stat block of course).
However, the class also allows the Lizardfolk to make use of martial weapons which can then be transformed into magic weapons using infusions in order to use Intelligence as the modifier or even used as is. The last is particularly so if you consider the Lizardfolk can craft Blowgun Needles and combine them with poison for some tricky assaults, unlike before when he pretty much needed to be a warrior, paladin or barbarian to make use of the weapon. It's not the best weapon, but certainly Tribal.
As for his spells, using shrunken heads and the skulls of small creatures is a real possibility. Cantrips would be Mending and either Poison Spray or Acid Splash if the theme is to be kept, though depending on the skull it is possible to see him using either Create Bonfire or Thunderclap. Spells beyond Heroism and Searing Smite could be Identify and False Life.
By the end, you play a warrior/necromancer who is actually just an Artificer, lol. Imagine going through a desert and being pincer attacked by a lizardfolk with a glowing blade and a skeletal hound, or even a group of them!
I've got an idea for a Half-orc barbarian/shaman Artificer that uses blood mixed with special pigments (painter's supplies) to decorate his weapons and armor and infuse them with the power of his slain enemies.
I'd have to ask my DM if I can trade Artillerist's Blacksmithing tools for Leatherworking and let my Arcane Turrets be made from hide, bones, and wood much like your Battlesmith's Iron Defender. I'm leaning towards Artillerist because I like the idea of the pets being more disposable and I don't need Int for weapon attacks when I have good Strength.
Unfortunately I won't be able to play this guy any time soon so I haven't spent any more on him than what you see here.
I've got an idea for a Half-orc barbarian/shaman Artificer that uses blood mixed with special pigments (painter's supplies) to decorate his weapons and armor and infuse them with the power of his slain enemies.
I'd have to ask my DM if I can trade Artillerist's Blacksmithing tools for Leatherworking and let my Arcane Turrets be made from hide, bones, and wood much like your Battlesmith's Iron Defender. I'm leaning towards Artillerist because I like the idea of the pets being more disposable and I don't need Int for weapon attacks when I have good Strength.
Unfortunately I won't be able to play this guy any time soon so I haven't spent any more on him than what you see here.
Huh, Barbarian Artificer... While rage makes spellcasting and concentration impossible, theres no rule against using spellslots for features like the Paladin's smite, so it is viable to use them to summon turrets even whilst raging...
Nice, though you'll want to start with Artificer on first level for the extra Tool Proficiency (Leatherworker's Tools) and a background that lets you choose the other one you want (Painter's Supplies).
I've got an idea for a Half-orc barbarian/shaman Artificer that uses blood mixed with special pigments (painter's supplies) to decorate his weapons and armor and infuse them with the power of his slain enemies.
I'd have to ask my DM if I can trade Artillerist's Blacksmithing tools for Leatherworking and let my Arcane Turrets be made from hide, bones, and wood much like your Battlesmith's Iron Defender. I'm leaning towards Artillerist because I like the idea of the pets being more disposable and I don't need Int for weapon attacks when I have good Strength.
Unfortunately I won't be able to play this guy any time soon so I haven't spent any more on him than what you see here.
How much of a split between barbarian and artificer were you thinking? Remember that at level 12 the artificer can replicate gauntlets of ogre power and headband of intellect, and belt of hill giant strength, amulet of health, and bracers of defense at level 16.
The more I poke at this concept, the more I'm leaning towards just being little "b" barbarian and just going with some kind of clan shaman background and not actually dipping into the Barbarian class.
The more I poke at this concept, the more I'm leaning towards just being little "b" barbarian and just going with some kind of clan shaman background and not actually dipping into the Barbarian class.
Fully understandable. You play tribal, which include the hunters, witch doctors, shamans and barbarians.
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I decided to think up on a wild/tribal style to the Artificer as it currently is in UA and ended up with a couple neat concepts. The recent update however gave me an even better take on it!
My preferred Tribal Artifice is the Lizardfolk Battle Smith. Lizardfolk already have the feature of being able to craft weapons and shields from the remains of monsters, with the main example being bones using the Leatherworker's tools. Given that the class itself tells you to be inspired when choosing your method of casting, I'd wager most DMs would allow a construct of bones and wood sinew to take the place of your Iron Defender (same stat block of course).
However, the class also allows the Lizardfolk to make use of martial weapons which can then be transformed into magic weapons using infusions in order to use Intelligence as the modifier or even used as is. The last is particularly so if you consider the Lizardfolk can craft Blowgun Needles and combine them with poison for some tricky assaults, unlike before when he pretty much needed to be a warrior, paladin or barbarian to make use of the weapon. It's not the best weapon, but certainly Tribal.
As for his spells, using shrunken heads and the skulls of small creatures is a real possibility. Cantrips would be Mending and either Poison Spray or Acid Splash if the theme is to be kept, though depending on the skull it is possible to see him using either Create Bonfire or Thunderclap. Spells beyond Heroism and Searing Smite could be Identify and False Life.
By the end, you play a warrior/necromancer who is actually just an Artificer, lol. Imagine going through a desert and being pincer attacked by a lizardfolk with a glowing blade and a skeletal hound, or even a group of them!
I've got an idea for a Half-orc barbarian/shaman Artificer that uses blood mixed with special pigments (painter's supplies) to decorate his weapons and armor and infuse them with the power of his slain enemies.
I'd have to ask my DM if I can trade Artillerist's Blacksmithing tools for Leatherworking and let my Arcane Turrets be made from hide, bones, and wood much like your Battlesmith's
IronDefender. I'm leaning towards Artillerist because I like the idea of the pets being more disposable and I don't need Int for weapon attacks when I have good Strength.Unfortunately I won't be able to play this guy any time soon so I haven't spent any more on him than what you see here.
Huh, Barbarian Artificer... While rage makes spellcasting and concentration impossible, theres no rule against using spellslots for features like the Paladin's smite, so it is viable to use them to summon turrets even whilst raging...
Nice, though you'll want to start with Artificer on first level for the extra Tool Proficiency (Leatherworker's Tools) and a background that lets you choose the other one you want (Painter's Supplies).
How much of a split between barbarian and artificer were you thinking? Remember that at level 12 the artificer can replicate gauntlets of ogre power and headband of intellect, and belt of hill giant strength, amulet of health, and bracers of defense at level 16.
The more I poke at this concept, the more I'm leaning towards just being little "b" barbarian and just going with some kind of clan shaman background and not actually dipping into the Barbarian class.
Fully understandable. You play tribal, which include the hunters, witch doctors, shamans and barbarians.