r/3d6•
DrMetasin

Need help building my artificer/wizard

D&D 5e

Hi, I just started icewind Dale where I am playing a warforged artificer. At first I thought I would just take one level in artificer and dump the rest into wizard, but the more I think about it I might want to play more artificer. We have a human gunslinger, tortle Barbarian, human Paladin, and a human monk. I don’t want to be frontline because there are a decent amount already, but armorer looks really fun to me. Any advice is appreciated

Posted Oct 17, 2021, 3:53 PM UTC

54
PastryFlaps•

I think if you want to play an Armorer, play an Armorer! If you take more Artificer levels before MCing Wizard, firstly it'll make you a weaker Wizard due to delay in spell progression, secondly where do you stop? If you stop at Armorer 3 you delay your first ASI by 3 levels, if you stop at 4 you're 1 level away from extra attack and second level Arti spells and so on.

Armorer has some decent control with Web, Heat Metal, Hypnotic Pattern and Replicate: Pipes of Haunting, plus a fair amount of utility and support too.

Personally I'd say stick with your plan of a 1 level dip then Wizard, or just go straight Armorer. Sounds like you would be hanging back with Infiltrator mode so no real need to dip for Shield. I believe Icewind Dale goes to level 12, levels 9+ are where Artificers get some great abilities.

9
foreignsky•

You don't need to be A Frontliner with that party comp, so you can skip Guardian (though it only takes a short rest to switch).

Go Infiltrator armor (breastplate) and you'll be the rogue analogue for the group, but with better AC (have a shield). Proficiency in thieves tools, advantage on stealth, and you can get a homunculus to help you scout areas (and cast spells through).

Focus your spells on support/utility (Guidance, Faerie Fire to help get advantage, Web, Grease, Identify when you need it, Rope Trick for short rests). Cure Wounds is great for you because you're armored enough to wade into combat without dying, you can also cast it through the homunculus, and your group needs healing.

6
4tomicZ•

Infiltrator is the under-appreciated Armorer suit. Slap on some Sharpshooter and you’ve got some respectable damage and big tool belt for scouting and crowd control.

1
Irish_Whiskey•

Armorer is best as a frontline but you can play it otherwise. My vote would be for a BattleSmith Archer. Make some flying boots, and rain down arrows with your magic bow. Your pet uses your bonus action, so Crossbow Expert isn't as good.

Two levels of War Wizard are pretty strong, and you can grab ritual spells, a familiar, and more cantrips. But just Artificer is also pretty strong and gives good benefits for sticking to the class.

2