Waazraath
2020-03-26, 03:46 PM
Ok, the artificer is out for quite a while now. I'd like to share a build with the folks here, and at the same time, use it as an illustration on how well 5e is balanced in general. Even with regard to multiclassing, as this is something that is the talk of these days on this board.
Lets start with a build. The concept is a techwizard crossbow archer, using a shield and all kind of enhancements to his equipment to make it better (can also be used in RP). Neccesry components are the Artificer Battle Smith (sub)class, the Repeating Shot infusion, and the Crossbow Expert and Sharp Shooter feats. Given these last two prereqs, Variant Human is (once again) the race to go. Ability scores aren't set in stone, as long as you start with a 16 in int and a dex no lower than 14 (for the early levels). Con 14 would be nice as well.
Levels:
1 - Sharp Shooter feat, guidance and mage hand cantrips (utility), memorize spells like cure wounds and feary fire, contribute to combat by staying in the back line, shoot arrows with a shortbow, and cast useful spells.
2 - get infusions. Upgrade your bow to +1, and give a frontliner another +1 to AC (or be greedy and take it yourself)
3 - replace the least used cantrip with 'mending'. You get a critter (steel defender), and more important: proficiency with martial weapons, and can use intelligence as attack stat. At this point, you can start using a shield, switching your enhanced weapon for repeating shot. With shield & half plate, and 14 dex, you have 19 AC. Switch your armor infusion to your own armor, and you have AC 20. You can use your infused crossbow as a spellcasting focus. Use your bonus action to make your Steel defender attack.
4 - get the feat crossbow expert; make 2 attacks, shoot from melee. You can be a party's tank, in addition to damage dealer. Walk into melee Keep your steel defender close, and it can give disadvantage on an attack aganist you. Don't attack with it anymore, your bonus action is better spend on another attack with your hand crossbow.
5 - extra attack: make 3 attacks for 1d6 +14 damage, if using SS. Also: get 2nd level spells; since you don't need them for combat (you'll be most efficient shooting arrows) you can either pick buff or utility spells, whatever your party needs. You're a combat god and a have a lot of options outside of combat as well.
6 - tool expertise (more utility!), extra infusion, stronger infusions. Seriously, just pick what's needed here, bag of holding, goggles of night if often fighting in the dark, item to improve one of your skills... it's all possible. Or use it to enhance a party mate. Or get another +1, buy infusing your shield as well as your armor with enhanced defense.
7 - flash of genius: strong reaction int modifier/day, on an ability check or save. Very nice to have.
8 - +1 int, on attack, damage, extra use of flash of genius.
9 - 3rd level spells, pick flame arrows for another 1d6 damage, it lasts an hour so usually you can buff before combat. Combat routine is 3 attacks on +4, for 2d6 + 15 damage, or on +9 for 2d6 + 5. And don't forget arcane jolt: int times/day, add 2d6 force damage to a target, or heal an ally for 2d6.
10 - more and stronger infusions! Enhance armor becomes +2, so you can get +2 to ac from infusing shield and armor. Get winged boots, allowing one of your squishy teammates to fly above the fray.
And here I'll stop. By now, I think we have a build that is strong in damage, is very difficult to bring down (high AC, optional shield and absorb element spells, flash of genius to get +4 to a saving throw), and is very versatile through spells, infusions and tool expertise. If we procede this build all the way to lvl 20 as an artificer, there will be a lot of nice features. Stronger arcane jolt, a few more (and stronger) infusions, stronger spells, and a very nice capstone (though nothing game breaking by the time you get it). Proceding this way doesn't change the essence of the build, but there's nothing wrong with it.
Now lets check out the multi-class options. There are a few obvious ones. Wizard, as only other int based caster. Rogue, to increase versatility through skills and have a steady (though not spectacular) damage increase through sneak attack. Fighter, at least a few levels for the fighting style, action surge, a subclass and maybe one more for a feat. And the nice thing is: none of those is a obviously superior option, compared to each other, or artificer 20.
Wizard gets strong defensive options (especially War Mage) +2AC/+4 on a save as a reaction (that you usually won't use, and the drawback of not casting next round doesn't hurt since you're shooting arrows); +5 on initiative is also very nice. The spells add a lot of versatility (much bigger spell list), and a familiar, but not a lot of extra damage. 10 levels of rogue gets 5d6 extra damage per turn, expertise in 4 skills, cunning action, uncanny dodge, and evasion. So in addition to extra versatility (skills), there's extra damage and a few nice defensive options. The subclass doesn't really matter, several have nice features, but nothing too spectacular for this build. So whether you go for artificer 20, artificer 10/ wizard 10, or artificer 10 / rogue 10, the end result is a decent damage dealing, very versatile character. Only by sneaking in some fighter levels, for +2 to hit, action surge, and (probably) battle master maneuvers, you can also really up your (nova) damage.
All in all, if you really want to optimize, something like artificer 10 / fighter 4 / wizard 2 / rogue 4 would be strongest... but that makes it a bit of a frankenstein's creature build.
Any thoughts?
Lets start with a build. The concept is a techwizard crossbow archer, using a shield and all kind of enhancements to his equipment to make it better (can also be used in RP). Neccesry components are the Artificer Battle Smith (sub)class, the Repeating Shot infusion, and the Crossbow Expert and Sharp Shooter feats. Given these last two prereqs, Variant Human is (once again) the race to go. Ability scores aren't set in stone, as long as you start with a 16 in int and a dex no lower than 14 (for the early levels). Con 14 would be nice as well.
Levels:
1 - Sharp Shooter feat, guidance and mage hand cantrips (utility), memorize spells like cure wounds and feary fire, contribute to combat by staying in the back line, shoot arrows with a shortbow, and cast useful spells.
2 - get infusions. Upgrade your bow to +1, and give a frontliner another +1 to AC (or be greedy and take it yourself)
3 - replace the least used cantrip with 'mending'. You get a critter (steel defender), and more important: proficiency with martial weapons, and can use intelligence as attack stat. At this point, you can start using a shield, switching your enhanced weapon for repeating shot. With shield & half plate, and 14 dex, you have 19 AC. Switch your armor infusion to your own armor, and you have AC 20. You can use your infused crossbow as a spellcasting focus. Use your bonus action to make your Steel defender attack.
4 - get the feat crossbow expert; make 2 attacks, shoot from melee. You can be a party's tank, in addition to damage dealer. Walk into melee Keep your steel defender close, and it can give disadvantage on an attack aganist you. Don't attack with it anymore, your bonus action is better spend on another attack with your hand crossbow.
5 - extra attack: make 3 attacks for 1d6 +14 damage, if using SS. Also: get 2nd level spells; since you don't need them for combat (you'll be most efficient shooting arrows) you can either pick buff or utility spells, whatever your party needs. You're a combat god and a have a lot of options outside of combat as well.
6 - tool expertise (more utility!), extra infusion, stronger infusions. Seriously, just pick what's needed here, bag of holding, goggles of night if often fighting in the dark, item to improve one of your skills... it's all possible. Or use it to enhance a party mate. Or get another +1, buy infusing your shield as well as your armor with enhanced defense.
7 - flash of genius: strong reaction int modifier/day, on an ability check or save. Very nice to have.
8 - +1 int, on attack, damage, extra use of flash of genius.
9 - 3rd level spells, pick flame arrows for another 1d6 damage, it lasts an hour so usually you can buff before combat. Combat routine is 3 attacks on +4, for 2d6 + 15 damage, or on +9 for 2d6 + 5. And don't forget arcane jolt: int times/day, add 2d6 force damage to a target, or heal an ally for 2d6.
10 - more and stronger infusions! Enhance armor becomes +2, so you can get +2 to ac from infusing shield and armor. Get winged boots, allowing one of your squishy teammates to fly above the fray.
And here I'll stop. By now, I think we have a build that is strong in damage, is very difficult to bring down (high AC, optional shield and absorb element spells, flash of genius to get +4 to a saving throw), and is very versatile through spells, infusions and tool expertise. If we procede this build all the way to lvl 20 as an artificer, there will be a lot of nice features. Stronger arcane jolt, a few more (and stronger) infusions, stronger spells, and a very nice capstone (though nothing game breaking by the time you get it). Proceding this way doesn't change the essence of the build, but there's nothing wrong with it.
Now lets check out the multi-class options. There are a few obvious ones. Wizard, as only other int based caster. Rogue, to increase versatility through skills and have a steady (though not spectacular) damage increase through sneak attack. Fighter, at least a few levels for the fighting style, action surge, a subclass and maybe one more for a feat. And the nice thing is: none of those is a obviously superior option, compared to each other, or artificer 20.
Wizard gets strong defensive options (especially War Mage) +2AC/+4 on a save as a reaction (that you usually won't use, and the drawback of not casting next round doesn't hurt since you're shooting arrows); +5 on initiative is also very nice. The spells add a lot of versatility (much bigger spell list), and a familiar, but not a lot of extra damage. 10 levels of rogue gets 5d6 extra damage per turn, expertise in 4 skills, cunning action, uncanny dodge, and evasion. So in addition to extra versatility (skills), there's extra damage and a few nice defensive options. The subclass doesn't really matter, several have nice features, but nothing too spectacular for this build. So whether you go for artificer 20, artificer 10/ wizard 10, or artificer 10 / rogue 10, the end result is a decent damage dealing, very versatile character. Only by sneaking in some fighter levels, for +2 to hit, action surge, and (probably) battle master maneuvers, you can also really up your (nova) damage.
All in all, if you really want to optimize, something like artificer 10 / fighter 4 / wizard 2 / rogue 4 would be strongest... but that makes it a bit of a frankenstein's creature build.
Any thoughts?