So, I have a Clockwork Soul Sorceror and I'm considering dipping into some levels of both Artificer and Rogue. Is this a good idea? Right off the bat; I want to point out that the only reason I'm even considering this for narrative.
My concept behind this character is that she is the focus of worship for a machine cult. Imbued with the power of Primus, she tinkers away to keep her mind busy before escaping the cult and turning to a life of petty crime to survive before running into the party.
She's a Variant Human with the Keen Mind Feat with a current stat load out of:
STR 12
DEX 15
CON 11
INT 14
WIS 13
CHA 15
Whats drawing me into those particular classes is their utility. I want to be useful and keep my options in battle open. I maybe a spellcaster, but I want to be able to keep up.
The Artificer gives me access to armour and tool proficiencies, ritual casting, Magical Tinkering and Infusions. Anyone of the classes' Specialisations would work great though I'm really intrigued by the Artillerist. It's range and all.
As for Rogue; the Sneak Attack feature would open up some new combat options which could only be improved upon if I was to use the Enchance Weapon Infusion on my daggers, making the most of my Sorceror's base proficiencies.
So that was my thinking, but again; is it worth it though?
First, when multiclassing with a full spellcaster like sorcerer, you always have to weigh what you're getting against unlocking access to higher level spells on time. The game is designed around certain power benchmarks (5th level being super notable) and putting off higher level spells known is a big cost when compared to a character unlocking those same spells at the level they were designed for.
I'll start with Rogue. I don't think it's worth it. Rogue is a parasitic class mechanically, in that once you've started down the path of rogue, it really begs for more levels of rogue. Sneak attack just wants to keep growing, and 1d6 extra damage will not be enough to keep your melee attacks threatening. Sorcerers are not built to be killers with weapons and a splash of rogue won't fix that. Once you start down the road of 3+ levels, you should be asking if you want to build a sorcerer at all, and instead possibly dip the sorcerer on Arcane Trickster for a few more spells. A one level dip is interesting for setting yourself up with a skills routine you want, but with the advent of the Skill Expert feat I think that loses a lot of its luster, and frankly I've never been a fan of it on spellcasters because I just love my higher level spells too much to sacrifice them for a few skill expertise and sneak attack that will be awkward to use.
Artificer I think is much more interesting. For exactly one level. Unlike other half-casters, the first level of Artificer counts towards a multiclass build's spell slots. You may be behind on spell level known, but you will at least have the spell slots of a full sorcerer with which to upcast spells. +2 hp, Medium Armor, Shields and a better skill list to choose from is certainly nice. I think this dip is perfect if you want to build a tankier sorcerer. Pick up Armor of Agathys with one of your clockwork spells and you have a great use for the higher level spell slots you have for upcasting while leaning into the roll medium armor and shield proficiency helps to establish. I also like that Artificers are prepared casters, which means you can add things like detect magic and identify to your routine without sacrificing those uber precious sorcerer spells known. Mechanically I think this dip has enough to offer to make it worthwhile, and it's also rich in the thematic synergy deparment.
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So, I have a Clockwork Soul Sorceror and I'm considering dipping into some levels of both Artificer and Rogue. Is this a good idea? Right off the bat; I want to point out that the only reason I'm even considering this for narrative.
My concept behind this character is that she is the focus of worship for a machine cult. Imbued with the power of Primus, she tinkers away to keep her mind busy before escaping the cult and turning to a life of petty crime to survive before running into the party.
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What's your level and species? Any feats? Do you have the stats to support the multiclass requirements?
I understand this is narratively driven, but are there any key mechanics that are drawing you to these classes as a good fit for your character?
We've been asked to start at level 4 by the DM.
She's a Variant Human with the Keen Mind Feat with a current stat load out of:
STR 12
DEX 15
CON 11
INT 14
WIS 13
CHA 15
Whats drawing me into those particular classes is their utility. I want to be useful and keep my options in battle open. I maybe a spellcaster, but I want to be able to keep up.
The Artificer gives me access to armour and tool proficiencies, ritual casting, Magical Tinkering and Infusions. Anyone of the classes' Specialisations would work great though I'm really intrigued by the Artillerist. It's range and all.
As for Rogue; the Sneak Attack feature would open up some new combat options which could only be improved upon if I was to use the Enchance Weapon Infusion on my daggers, making the most of my Sorceror's base proficiencies.
So that was my thinking, but again; is it worth it though?
Hey! Thanks for stopping by! Why not show your support and check out my showreel? It couldn't hurt...
Where did you put your +1's from V Human?
First, when multiclassing with a full spellcaster like sorcerer, you always have to weigh what you're getting against unlocking access to higher level spells on time. The game is designed around certain power benchmarks (5th level being super notable) and putting off higher level spells known is a big cost when compared to a character unlocking those same spells at the level they were designed for.
I'll start with Rogue. I don't think it's worth it. Rogue is a parasitic class mechanically, in that once you've started down the path of rogue, it really begs for more levels of rogue. Sneak attack just wants to keep growing, and 1d6 extra damage will not be enough to keep your melee attacks threatening. Sorcerers are not built to be killers with weapons and a splash of rogue won't fix that. Once you start down the road of 3+ levels, you should be asking if you want to build a sorcerer at all, and instead possibly dip the sorcerer on Arcane Trickster for a few more spells. A one level dip is interesting for setting yourself up with a skills routine you want, but with the advent of the Skill Expert feat I think that loses a lot of its luster, and frankly I've never been a fan of it on spellcasters because I just love my higher level spells too much to sacrifice them for a few skill expertise and sneak attack that will be awkward to use.
Artificer I think is much more interesting. For exactly one level. Unlike other half-casters, the first level of Artificer counts towards a multiclass build's spell slots. You may be behind on spell level known, but you will at least have the spell slots of a full sorcerer with which to upcast spells. +2 hp, Medium Armor, Shields and a better skill list to choose from is certainly nice. I think this dip is perfect if you want to build a tankier sorcerer. Pick up Armor of Agathys with one of your clockwork spells and you have a great use for the higher level spell slots you have for upcasting while leaning into the roll medium armor and shield proficiency helps to establish. I also like that Artificers are prepared casters, which means you can add things like detect magic and identify to your routine without sacrificing those uber precious sorcerer spells known. Mechanically I think this dip has enough to offer to make it worthwhile, and it's also rich in the thematic synergy deparment.