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View Full Version : Optimization Tempest Cleric & Battlesmith Artificer?



Citadel97501
2019-10-03, 01:32 AM
Hello all, I was just wondering how you all felt about a multi-class of Tempest Cleric up to 6, and Battlesmith Artificer 6+ (or Artillerist 6+ which has even better spells)? Here are the benefits I see.

Pro's:
1) Thunder or Lightning Damage on command with Arcane Weapon, that can be upcast at a lower level than a straight artificer due to their spellcasting delays. This provides a knockback effect to your attacks due to Tempest Cleric 6.

2) Defenses: Magical Heavy Armor, Magical Shields, & Constitution Proficiency.

3) Great Spell Casting: Varied choices, a wide variety of cantrips, and Ritual Casting for the Artificer Utility spells. The Artillerist variation focuses quite a bit on this side of things, especially with those very cheap wands.

4) Good Weapon Attacks: 2 with thrown weapon, a hand crossbow, or anything else you have Infused or simply enchanted. The artillerist version of this takes a big hit here.

5) Tool Expertise is REALLY NICE for some games.

Con's:
1) Roleplaying Weirdness: Odd combination for fluff, unless you worship some storm deity after studying the magic of storm and lightning. Ral Zarek from Magic the Gathering is also a reasonable concept. The Iron Defender makes this even weirder.

2) Slightly MAD: Well this should be noted but you can simply avoid taking attack spells with the cleric and leaving it at 13, and focus on Intelligence for attacks, and skills. Gloves of Ogre Power are available at level 12 Artificer to eliminate a large portion of this. This is more of an issue for the Artillerist but then your benefiting from better attack spells.

3) Infusions are Weird: Basically this is just a quality of life issue, the Infusion items are really weird.

4) Your Being Greedy: Using Infusions for yourself can get you dirty looks from the other players. Hopefully the healing spells you can toss out alleviate this :)