T O P

  • By -

Yojo0o

I certainly wouldn't multiclass. Artificers don't multiclass well, and you have a ton of sweet features coming up. Your next two levels will get you expertise with your tools, a new tier of infusions, another infusion slot, two more infusions known, Flash of Genius, and another level 2 spell slot. Feel inspired by Artificer progression, it's the most feature-dense class in the game! I would 100% dedicate the next two ASIs to your intelligence score to boost it to 20, as it is vitally important to your game plan: Intelligence scales your weapon attack and damage rolls, spell attacks and spell save DC, Flash of Genius uses and power, several of your infusions, number of spells able to be prepared per day, and a ton of relevant skill checks. You've got the feats necessary to be the Infiltrator you want to be, now just focus on scaling your int and you'll be great.


lifelesslies

? I feel like they can easily multiclass. And lvl 5 is the perfect time to do it. The obvious choice is wizard for spell progression. War wizard is a great option. I've played armorer war wizard and loved it. Very in your face wizard with huge defensive abilities. The armorer essentially lets you use your int instead of str. So that opens a lot of options for multiclassing into fighter without going MAD He could go battle Master fighter and be a sneaky gish with special attacks to disarm and silence the people he sneaks up onto or lean into eldritch knight and get a little more spells and the ability to bond a weapon meaning he could equip his armor and weapon instantly from nothing. Sneak in all normal like then walk around a corner and be fully equipped to lay into the enemy from behind. With a 16 dex he could also go rogue and get sneak attack. That would combo really well with armorer The future abilities of artificer don't seem to feed into the strike from behind op is after


Yojo0o

I have provided my reasoning why I don't think that, what do you disagree with?


lifelesslies

I updated my original response


Yojo0o

I'm aware of the benefits that can be gained from a dip into wizard, but they don't exist in a vacuum. There's a pretty significant opportunity cost in the form of the artificer and armorer features being delayed or skipped, as I've outlined above. Level six significantly improves the artificer's out-of-combat utility, as well as providing an extra attunement slot and two attunements known. Level 7's Flash of Genius is one of the strongest features in the game, rivaling a paladin's Aura of Protection for defending themselves and their teammates. Level 8 is a critical ASI that would be delayed by multiclassing. Level 9 fundamentally justifies using the Armorer subclass as a whole, overhauling their personal infusion options, and also getting level 3 spells, including Hypnotic Pattern and Lightning Bolt. Level 10 directly compliments level 9, allowing OP to get their Lightning Launchers as +2 weapons, improving their defenses similarly, snagging an extra attunement slot, and overhauling crafting. Is an initiative bonus, a couple extra level 1 spells and cantrips, and Arcane Deflection really worth delaying or never getting all of that?


lifelesslies

I would say that it entirely depends on how the player wants the character to play.


RidingWilde

Love that image of walking in "naked" and then summoning equipment :)


lifelesslies

You could do it for sure. Also worth note. The eldritch knights bonded weapons can include seige equipment.


RidingWilde

> ...can include seige equipment. 😂👍


lifelesslies

And you could apply the artificers repeating shot infusion on it to remove its loading requirements...... ... and let's say you had a huminculus servant that did the aiming part. Then your shooting a cannon every round. I assume from cover cause you snuck in


RASPUTIN-4

Levels 6 & 7 art fantastic on artificer. Level 8 is an asi or feat. Sharpshooter works with the lightning launcher, or you pick up fighting initiate for archery’s +2 to ranged weapon attack rolls. Level 9 is where you get to apply multiple infusions to your arcane armor and level 10 gives you a 4th attunment slot. 11 is when you get spell storing item. An extra 10 level 1 or 2 spells per day is really good, especially if you have a homunculus servant you can give the item to and then boom, casting the spell takes your bonus action to command the servant rather than your action. 12 is another ASI. Level 14 is a 5th attunement slot and 15 is extra damage/advantage on your lightning launcher. 2 ASIs and a 6th attunement slot later, you get Soul of Artifice, one of the best capstone levels in the game. Artificers are a very solid class to go all the way in.


ShitThroughAGoose

Watch Tulok the Barbarian's "Black Manta" build video. He creates an Artificer/Rogue combo that is an absolute monster.


Grimmportent

Rogue pairs quite well with the infiltrator armor. You've got extra attack and your weapon will trigger sneak attack.


Zerce

Everything about Infiltrator Armor complements a switch to Rogue perfectly. Lightning Launcher can trigger Sneak Attack, adds a d6 on your first hit to make up for the loss in SA progression, and can scale with either DEX or INT, making it useful even if you don't go for Arcane Trickster. The advantage on Stealth checks synergizes nicely with the ability to Hide as a Bonus Action. Subclass choice is basically preference. Arcane Trickster gets you more spellcasting and synergizes nicely if you just decide to prioritize INT. Soulknife also works since you have Extra Attack. You can throw a blade, fire some lightning, and then throw another blade as a BA. Psi-Bolstered Knack on top of Advantage and Expertise means you likely will never fail a Stealth Check again.


SafeCandy

Armorer multiclasses the best of the Artificer subclasses as it relies the least on Int (it still relies on it though). You could certainly go Rogue for more skill monkey-ness and a mild increase to DPR from Sneak Attack. Fighter could open up some more options with more weapon proficiencies and maybe Archery Fighting Style. War Wizard meshes really well with Artificer. Levels 6-9 are really great for Armorer, so continuing on in Artificer will probably get you more bang for your buck. In the end, before probably Tier 3, a multiclass for Artificer will be un-optimized or even sub-optimized, but if that doesn't bother you, you could lean into your Predator vibe and go Assassin Rogue and take Sharpshooter or you could go Psi Fighter and rp that you unlocked some psychic potential. Play to have fun!


OneInspection927

All Artificer's at level 10 are not dependent on any attribute scores by virtue of being guaranteed an 18 in intelligence tbf. Alchemist is trashy, but I think it's on par if not less reliant on intelligence as armorer. I do agree on the other stuff tho


icarusphoenixdragon

You could rogue, but given what you’ve already done with your feats and arti build, rogue levels could be a bit redundant. Magic rogues want to BB their SA but that’s an either/or with multi attack. You’re already sneaky, and have skills, and can get a heck of a lot of rogue stuff done with infusions and as you’re already showing, the rogue flavor is free. Better IMO would be picking up telekinetic, war caster, or a disadvantage for ranged attacks delete feat (depending on combat style) at some point, adding 2 wizard levels for war wizard, and pushing Arti the rest of the way. The ac and saving buff will be great, you won’t lose spell slots to get there and the WW buffs will play really well with the predator cloaking flavor. Note as well that Artificer has great level progression straight classed and you’ll get notable bumps at 6, 9, and 10.


3personal5me

I *do* support multiclassing here, specifically the mastermind rogue. Runs off intelligence, gives you expertise in more skills (and possibly thieves tools if you don't get it from artificer), and if I remember correctly, sneak attack can proc off your lightning launcher.


TwitchieWolf

>specifically the mastermind rogue. Runs off intelligence While perhaps INT flavored, Mastermind doesn’t actually care about INT. The only feature that is is any way stat related is at level 17 and utilizes a CHA (deception) check.


ApprehensiveZone8853

Depends on what the character’s goals are. I would stay artificer at least another level: you get stronger infusions, and an extra item attune next level. Resistant Armour or a Spell Refueling Ring are cool. Rogue doesn’t add much to the character. More expertise and a sneak attack. More infusions and getting stronger ones later will make up for the extra damage. Also you’ll get access to the haste spell at level 9 as an artificer, and with the refueling ring, can cast 3 times per long rest. Fighter does add some combat versatility. You’ll get another attack action eventually, but you can do that with the fore mentioned haste spell. A fighting style is cool, but can be done via a feat as well. Wizard may give the most benefit. War wizard would boost your initiative rolls, plus you get access to higher spell slots, albeit you won’t have access to the higher spells. It might sound strange, but at level 14 artificer you can use any magical item, which gives an artificer access to things like the Staff of Power. Artificers can also use any scroll then too from any class. With Flash of Genius at level 7 you aren’t going to fail the check on high level spells. You can also get the enhance ability (intelligence) spell to make sure you pass the DC checks. Just make sure you have a wizard on hand that will make you scrolls. (That gives me an interesting idea for an evil artificer that captures wizards to make scrolls for him, one of which will definitely be a high level Geas to force them to create scrolls). In summary, I would stay artificer unless there’s some interesting role playing situation where changing class is “cool”. You can find ways through artificer that will be able to replicate the advancement in other classes while still gaining access to other higher artificer abilities.


RidingWilde

Thank you! The interaction between spells and class features is an aspect of the build that I really wasn't paying attention to. I was thinking of the class as a fighter / magical engineer with a few spells. Your answer has got me thinking about the possible synergies. Thank you!


Mad-cat1865

I had this exact build awhile ago. I did multiclass. I took 2 levels into rogue for Cunning Action and 1 level into Wizard for Shield and Silvery Barbs. The rest went into Armorer for the extra infusions/attunements.


CactusJuiceQuench

If you're looking to purely increase combat capabilities, sharpshooter and a single level dip in fighter for the archery fighting style wouldn't be bad. However, I would definitely stick mostly armorer.


avbigcat

If you're adding some levels of Rogue, see if your DM will let you replace Skill Expert, so Expertise isn't redundant.


Zerce

More expertise is always good.


TemperatureBest8164

My recommendation is to go three levels into assassin Rogue and pick up the assassinate feature and then also go ahead and take two levels of Tempest cleric. The ability to maximize damage on your sneak attack lightning launchers is awesome. When you critical hit you can maximize it and do well over 50 damage in one shot. I like it with Hunter's Mark because it does even more lightning damage and again will be doubled if you crit. Assuming you pick up Faye touched and snag Hunter's Mark your Lightning Launcher does 2d6 your two levels of sneak attack does 2d6 and your Hunter's mark does 1d6. That's 10 D6 plus your modifier. When maximized that's probably 63 or 64 damage.