I'm currently playing a Level 2 Bladesinger and intending on taking a one level dip into Fighter sometime after Level 6. My DM has recommended many times that I consider taking a 3 level dip into Battle Smith Artificer for Levels 7-9, but I keep juggling on if the dip is worth it or not.
Narratively, the dip will make sense, as it will happen after some downtime concluding Lost Mine of Phandelver at Level 5. My character is the grandchild of a noble merchant whose business sells magic items tailored for spellcasters that eventually became ill in old age and passed the business to his son-in-law, my character's father. Dad, with the power of unethical capitalism, took the thriving business and boomed it even further. My character is fully aware of the horrible things their father is doing to the business and family name for the sake of greed and ultimately wanta to put an end to it by making a name for themself as a kind-hearted adventurer who eventually comes back to take claim to the family business, ending all of the ill-gotten practices. Using the Forge of Spells is their full motivation for the module, and multiclassing into Battle Smith for a few levels gives them the hands on skills they would need to feel truly comfortable taking on the business.
Mechanically is a different story all together. I am absolutely stumped on what consistent use I can get out of the first two levels of Artificer. While the Battle Smith subclass features seem great, and are the reason my DM recommends the dip, the lack of understanding for a use to the first two levels is really holding me back from just locking in future plans for what would otherwise be a fun story build.
Moreover, my DM's expressed concerns with my attempts to min-max my DEX to 20 over time (currently 15), as it would make my AC stupidly high with Mage Armor + Bladesong + Shield. The combination would already give me a 23 AC at level 2, increasing as my 16 INT increases, and the dip into Artificer would buff my attacks with INT, lessening the temptation to take DEX ASIs past an "even it out" half feat. I just need some motivation to use the first two levels and not feel like they're empty husks for the subclass progression. I hear that Bladesinger/Artificer is a popular multiclass, so I'm hoping someone here can educate my ignorance.
Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor - already have it, medium armor - not compatible with bladesong, shields - not compatible with bladesong, thieves’ tools - BONUS, tinker’s tools - BONUS.
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. NERF - as a straight class wizard you get 3 levels of spell power, as an artificer you would get 2 levels for a 3 level dip, so nett result a loss of spell potential.
Campaign Length? If your campaign is going to level 20+ then you lose out on spell pootential. 3 levels in Art, 1 level in Ftr leaves 16 levels of Wizard which means you do not get access to 9th level spells despite having a 9th level spell slot. You miss the Wizards 18th level spell masteery feature. As a Bldaesinger if you take the Shield spell as one of those then you have an unlimited AC buff on top of your bladesong. Also if you are 2024 wizard you miss the epic boon at 19th which is also pretty compelling as a feature.
I am playing a Warlock 3/Bladesinger 14 at the moment and while we intend to het Warlock3/Bladesinger17 if I had my time over again I would have gone straight Wizard. The 1 level fighter dip and 19 levels of Wiz in my opinion based on my experience is the better option mechanically to an Artificer 3 level dip.
FYI my AC of 19 (Studded+2, Dex 18, Staff of Defence +1) goes to 24 with the bladesong, and 29 with the Shield spell works well. Shield is mostly useless as when things hit me it is usually by rolling a 20 so I waste a shield and they hit regardless and do double damage (LOL) but AoE spells and effects chip the hp down continually regardless of AC.
Infusions - BONUS The following infusions are useful and do not require attunement slots - Enhanced Weapon +1, Enhanced Defense +1, Mind Sharpener, Replicate magic item (goggles of night) and the Enhanced Arcane Focus +1 that does require attunement. As magic items replace the enhanced armour/weapon the other options can be swapped in. Goggles of night does not require attunement so whoever is on watch can wear them for 60' darkvision or a +60' darkvision if they already have it from their species etc. I use greater invisibility in some fights so the massive AC buffs combined with disadvantage to be hit is very durable so the mind sharpener for concentration is nice as you already add INT to it via bladesong. double down on being able to keep that conc spell up in a battle.
Flavour? "Mechanically better" options are meaningless if the objective is fun and a great role play character. Look at what your objective is. You questioned the mechanical advantage so I have addressed that, but if the idea is does the flavour work then go for it. Artificer is agreat class and packs lots of flavour in for good story.
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I'm currently playing a Level 2 Bladesinger and intending on taking a one level dip into Fighter sometime after Level 6. My DM has recommended many times that I consider taking a 3 level dip into Battle Smith Artificer for Levels 7-9, but I keep juggling on if the dip is worth it or not.
Narratively, the dip will make sense, as it will happen after some downtime concluding Lost Mine of Phandelver at Level 5. My character is the grandchild of a noble merchant whose business sells magic items tailored for spellcasters that eventually became ill in old age and passed the business to his son-in-law, my character's father. Dad, with the power of unethical capitalism, took the thriving business and boomed it even further. My character is fully aware of the horrible things their father is doing to the business and family name for the sake of greed and ultimately wanta to put an end to it by making a name for themself as a kind-hearted adventurer who eventually comes back to take claim to the family business, ending all of the ill-gotten practices. Using the Forge of Spells is their full motivation for the module, and multiclassing into Battle Smith for a few levels gives them the hands on skills they would need to feel truly comfortable taking on the business.
Mechanically is a different story all together. I am absolutely stumped on what consistent use I can get out of the first two levels of Artificer. While the Battle Smith subclass features seem great, and are the reason my DM recommends the dip, the lack of understanding for a use to the first two levels is really holding me back from just locking in future plans for what would otherwise be a fun story build.
Moreover, my DM's expressed concerns with my attempts to min-max my DEX to 20 over time (currently 15), as it would make my AC stupidly high with Mage Armor + Bladesong + Shield. The combination would already give me a 23 AC at level 2, increasing as my 16 INT increases, and the dip into Artificer would buff my attacks with INT, lessening the temptation to take DEX ASIs past an "even it out" half feat. I just need some motivation to use the first two levels and not feel like they're empty husks for the subclass progression. I hear that Bladesinger/Artificer is a popular multiclass, so I'm hoping someone here can educate my ignorance.
Pros and Cons indeed.
Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer:
light armor - already have it,
medium armor - not compatible with bladesong,
shields - not compatible with bladesong,
thieves’ tools - BONUS,
tinker’s tools - BONUS.
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.
NERF - as a straight class wizard you get 3 levels of spell power, as an artificer you would get 2 levels for a 3 level dip, so nett result a loss of spell potential.
Campaign Length?
If your campaign is going to level 20+ then you lose out on spell pootential. 3 levels in Art, 1 level in Ftr leaves 16 levels of Wizard which means you do not get access to 9th level spells despite having a 9th level spell slot. You miss the Wizards 18th level spell masteery feature. As a Bldaesinger if you take the Shield spell as one of those then you have an unlimited AC buff on top of your bladesong. Also if you are 2024 wizard you miss the epic boon at 19th which is also pretty compelling as a feature.
I am playing a Warlock 3/Bladesinger 14 at the moment and while we intend to het Warlock3/Bladesinger17 if I had my time over again I would have gone straight Wizard. The 1 level fighter dip and 19 levels of Wiz in my opinion based on my experience is the better option mechanically to an Artificer 3 level dip.
FYI my AC of 19 (Studded+2, Dex 18, Staff of Defence +1) goes to 24 with the bladesong, and 29 with the Shield spell works well. Shield is mostly useless as when things hit me it is usually by rolling a 20 so I waste a shield and they hit regardless and do double damage (LOL) but AoE spells and effects chip the hp down continually regardless of AC.
Infusions - BONUS
The following infusions are useful and do not require attunement slots - Enhanced Weapon +1, Enhanced Defense +1, Mind Sharpener, Replicate magic item (goggles of night) and the Enhanced Arcane Focus +1 that does require attunement. As magic items replace the enhanced armour/weapon the other options can be swapped in. Goggles of night does not require attunement so whoever is on watch can wear them for 60' darkvision or a +60' darkvision if they already have it from their species etc. I use greater invisibility in some fights so the massive AC buffs combined with disadvantage to be hit is very durable so the mind sharpener for concentration is nice as you already add INT to it via bladesong. double down on being able to keep that conc spell up in a battle.
Flavour?
"Mechanically better" options are meaningless if the objective is fun and a great role play character. Look at what your objective is. You questioned the mechanical advantage so I have addressed that, but if the idea is does the flavour work then go for it. Artificer is agreat class and packs lots of flavour in for good story.
Life's hard - get a helmet!