D&D 5E Artificer Multi-Class?

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I was looking at the Artificer, and considering Multi-classing with a Wizard, but there just doesn't seem to be much synergy. Maybe I'm missing something.

What have people found works to MC with the Artificer?
 

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The artificer tends to be support oriented, so if you are looking for high DPR it isn't a particularly good choice.

Having said that, Artificer works well if you want to build an intelligence-focused rogue (Arcane Trickster). A one level dip gives you medium armour, shield, con saves, an extra caster level (artificer levels round up) and INT Magic Stone. Which, when loaded into a sling, can be used to sneak attack. Three levels of Artificer (Battle Smith) gives you INT based attacks on all your weapons, and a pet which, although not optimised, can help make sure you qualify for sneak attacks. Oh, and +2 caster levels. Either artificer or rogue works as your main class after level 6.

It's only useful with a wizard multiclass if you want to play a gish. For example, Battlesmith/Bladesinger. Exploring Eberron has an artificer subclass that is better than battlesmith for this build.
 

I was considering adding a few levels of evoker to an artillerist for a campaign starting at 8th or 9th level.

I concluded that the lack of high level spells was not worth it compared to just evoker, and the loss of infusions and other non-spell features was not worth it compared to just artillerist.
 

The artificer is a class that is a poor choice for multiclassing. It works a lot better as a single class. Their 20th abilities are strong enough to be something to aim for. Unless you are certain you won't get there, stay single classed.
 
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Artificer makes a great level 1 starter for a Wizard. Maybe even the best due to both of them using INT. (Art1/WizardX)

You get medium armor, shields, constitution save (and thus concentration save) proficiencies to make you significantly less squishy. And some key spells that wizards don't normally have like Cure Wounds, Guidance, and Sanctuary without losing spell slot progression like you would with a normal half-caster.

Then depending on how far you feel comfortable lagging your top level spells, you can fit in another two artificer levels for other tricks.
 

One thing you might consider, depending on setting, is an artificer dip to acquire firearm proficiency.

You might try and persuade your DM to let you use Arcane Archer with firearms. Arcane Gunslinger. But that would be for flavour, rather than power.
 
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Artificer rounds up when determining spell slots, so it is good at odd levels. 1 gets you good proficiency and a few useful spells. 3 gets you archetype abilities, while only costing a single spell level.

That said, it seems to combo best with martial classes.
 

Bringing this thread back up, I have an idea for a multiclass that is great at both ranged weapons and heavy melee weapons. I have always wanted to make a character really good at both and I think a multiclass battlesmith artificer would scratch that itch.

custom lineage with +2 int and a half feat (fey touched?) can give you S8, D14, C14, I18, W10, Ch10 to start.

From here go 5 levels in battle-smith Artificer, for infusions make sure you get repeating shot weapon and enhance weapon. Pick up a great sword and a heavy crossbow and infuse them and you are using both with a +5 hit/dmg because you can use intelligence instead of S/D for attacks and damage. At level 4 pick up sharpshooter. Battlesmith also gets shield spell for a nice AC boost and you have a steel defender giing enemies disadvantage making you tough to hit. You are now getting two attacks plus an attack with your steel defender if you don't use a Bonus action for something else.

At level 6 multiclass to fighter and go 15 levels of fighter. Pick up archery style at 6th level (level 1 fighter) and GWM at 9th level (level 4 fighter), 20 inteligence at 11th level (6th level fighter) and whatever feats you want at 13th and 17th. Also pick up GWF fighting style at 15th level. You can really do any type of fighter you want. I think they all would blend well. Eldritch Knight would give you a good many spells slots as well as some spells you could not get as an artificer. Battle Master and arcane archer would both be viable too. This is really the only build I really like with Arcane Archer. Usually an AA has a mediocre +2 in intelligence which really gimps their arcane shots. If you go Arcane Archer you are going to want to eventually swap out the heavy crossbow for a longbow.

Other options:
At some time along the way you could pick up 2 levels in wizard. Either a diviner for portent, warmage for arcane deflection and tactical wit or if you wanted to go with mage armor and a 1-handed or versatile weapon you could go bladesinger and bump dexterity instead of taking GWM.

If you made W13 and C12 you could take 4 levels in Ranger for the skill, fighting style and other abilities that brings, gloom stalker, fey wanderer and swarmkeeper look particularly good.
 
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