The fact you hit on Armorer/War Wizard is so amusing to me, because I’ve spent the last week and a half using a 15/5 (respectively) split to make Samus Aran of the Metroid series. And it’s pretty dang spot on if I do say so myself.
Great video. I recently started playing an Armorer in a campaign that has a big chance to get to 20. I know the saves are great, but the idea of 2 levels in War Wizard is really appealing.
I built something similar to this. I built a battle smith into an "elite" military operative who struggles with pts (inspired by a friend of mine who really helped me understand the actual issues these guys face). So my character uses firearms. Has a "wolf" defender. Wolf has plate barding, enhanced def infusion, belt of hill giant str, and winged boots. This puts defender ac at 20. It can't do much damage but it's purpose is to follow enemies and run interference. So basically pick a concentration spell, start shooting, have pet run interference. I use spell storing item to hold shield spell. Most of my defense infusions are on my defender so I got to protect myself somehow. I took 2 lvls of war wizard for the int to initiative, plus the minor shield reaction. I used wizard to cast find familiar. It's a bit better then homunculus and doesn't take up one of my infusions. I went for owl for flyby. The two levels gain you one higher lvl spell slot and the extra cantrips which artificer desperately needs.
i 'd want to point out that wizard providing find familiar is not an advantage for it when multiclassing from artificer as all artificers can get find familiar at level 2 (I'm not talking about the homunculus but the actual find familiar). moreover, level 20 armorers don't just get +6 to saves if they have 6 items attuned to them. they get +8 as they can attune to 8 items. also if you're going guardian armorer and just wearing light armor that should work with bladesong. bonus to initiative is great for any non-healer, skill monkey build. it's simply for better action economy. it's always better to go ahead of enemies. to illustrate: 1. strikers-kill the bbeg before they get a turn 2. controller-control the bbeg or minions before they get a turn or your melee frontliners clog your planned aoe. 3. support-support your allies before they get their turn so their actions are more effective 4. blasters-kill minions before they get a turn 5. tanks-redirect the bbeg's threat to you before they can make a beeline for your allies 6. summoner-surround the bbeg before they can make a beeline for your allies
Personally I like a 15/5 split with diviner or chronurgy (if your dm is cool with that subclass) You can easily get an AC above 30, you get counterspell and 4th level artificer spells. You also are a 13th level spellcaster so you have a 7th level slot for a counterspell or summon construct.
For bladesinger you would go battle smith, making intelligence useful for both your ac and weapon bonuses, not to mention your spell casting would be strong with a 20 intelligence.
spell book lets you learn any spell that's a level you can cast, this means you can learn late level spells via artificer spell slots, in other words you can learn late level ritual spells via wizard dip.
Starting with an artificer soon on a new campain (we start lvl 2) but Evocation Wizard is kinda fun. Shoot a nuke on the battlefield and let my allies not get hit by it.. So i think i go 11 Armorer Artificer and 9 wizard (if i dont make other roleplay choices ofc)
Had an idea for a "gunner". I don't know your feelings about firearms in games but... Human variant, grab the gunner feat for reloading and shooting point blank. Go 2 levels of Artificer and craft yourself a Musket. Take 3 levels of Creation Bard for Performance of Creation and use that for your daily supply of dry smoke powder. ( A 2lb Powderhorn is 35gp) You could continue in Creation Bard if you choose, or you can jump back to Artificer and go Artillerist for more boom boom. Maybe take a feat and get Archery Fighting Style?
I've got firearms in my current campaign world. I don't like them in some settings, but I usually don't use them, so I figured I'd do something different. So far, so good.
@@thedungeon1578 I used to think firearms were dumb, but I read Warriors of the Flame by Joel Rosenberg and it made me really see that it's not game breaking, and can fit into the setting without much work.
I'd just take repeating shot so you wouldn't need to dip creation bard 3 just for ammo. instead i'd multiclass fighter for action surge and a fighting style. then pick up gloomstalker 3 for more attacks, another fighting style, and good bonus action spells.
should work well. armorer works well too if you're willing not to use bladesong (bladesong doesnt really give you an ac bonus if you're able to use better armor, shield, and repulsion shield infusion, you won;t need the concen save bonus either with the con save prof and mind sharpener. essentially bladesong becomes a trap in that scenario).
@@TheRobversion1 Depends on the race you use. If it's tortle, battle smith + bladesinger should be fine, if it's any other race, keep looking for better alternatives.
I had same idea. Giving up capstone +1 save per atunement so +6 , but having arcane reflection +4 save from level 5 -19 is worth the trade. Plus 2 levels of wiz gets spell slot upgrades a few levels early.
i was thinking a homebrew for a 3/4 God of Athena and Hecate if my dm allowed it. a homebrew class mixing wizard and artificer together, selecting half and half of the class abilities and features. for wizard i would have evocation and divination and for artificer i would have battle smith and armorer. great for protecting myself and using my advanced iq for battle strategy and seeing 5 moves ahead the bbeg. due to my 75 percent god blood my physical and mental abilities are doubled that of a normal. 25 to all stats. combined that with the fact that my carrying capacity is doubled he is very very strong. he is still killable just very hard. and using the homebrew backgrounds Athena origins and Hecate origins double advantage on all intelligence ability checks and a +8 to arcana checks.
The fact you hit on Armorer/War Wizard is so amusing to me, because I’ve spent the last week and a half using a 15/5 (respectively) split to make Samus Aran of the Metroid series. And it’s pretty dang spot on if I do say so myself.
Hahaha.
Great video.
I recently started playing an Armorer in a campaign that has a big chance to get to 20. I know the saves are great, but the idea of 2 levels in War Wizard is really appealing.
I built something similar to this. I built a battle smith into an "elite" military operative who struggles with pts (inspired by a friend of mine who really helped me understand the actual issues these guys face).
So my character uses firearms. Has a "wolf" defender. Wolf has plate barding, enhanced def infusion, belt of hill giant str, and winged boots. This puts defender ac at 20. It can't do much damage but it's purpose is to follow enemies and run interference. So basically pick a concentration spell, start shooting, have pet run interference. I use spell storing item to hold shield spell. Most of my defense infusions are on my defender so I got to protect myself somehow.
I took 2 lvls of war wizard for the int to initiative, plus the minor shield reaction. I used wizard to cast find familiar. It's a bit better then homunculus and doesn't take up one of my infusions. I went for owl for flyby. The two levels gain you one higher lvl spell slot and the extra cantrips which artificer desperately needs.
Nice, that sounds really solid. War Wizard is an incredible 2 level dip. Been a surprise star in my multi classing series.
i 'd want to point out that wizard providing find familiar is not an advantage for it when multiclassing from artificer as all artificers can get find familiar at level 2 (I'm not talking about the homunculus but the actual find familiar). moreover, level 20 armorers don't just get +6 to saves if they have 6 items attuned to them. they get +8 as they can attune to 8 items.
also if you're going guardian armorer and just wearing light armor that should work with bladesong.
bonus to initiative is great for any non-healer, skill monkey build. it's simply for better action economy. it's always better to go ahead of enemies. to illustrate:
1. strikers-kill the bbeg before they get a turn
2. controller-control the bbeg or minions before they get a turn or your melee frontliners clog your planned aoe.
3. support-support your allies before they get their turn so their actions are more effective
4. blasters-kill minions before they get a turn
5. tanks-redirect the bbeg's threat to you before they can make a beeline for your allies
6. summoner-surround the bbeg before they can make a beeline for your allies
Personally I like a 15/5 split with diviner or chronurgy (if your dm is cool with that subclass)
You can easily get an AC above 30, you get counterspell and 4th level artificer spells. You also are a 13th level spellcaster so you have a 7th level slot for a counterspell or summon construct.
Not bad. I like it.
For bladesinger you would go battle smith, making intelligence useful for both your ac and weapon bonuses, not to mention your spell casting would be strong with a 20 intelligence.
This video made me subscribe to your channel! I’m looking forward to more good content :)
Awesome! Thank you!
Fantastic build man. Keep it up
spell book lets you learn any spell that's a level you can cast, this means you can learn late level spells via artificer spell slots, in other words you can learn late level ritual spells via wizard dip.
Keeping mind, you can only do so for spells on the wizard spell list.
Otherwise, yes.
Starting with an artificer soon on a new campain (we start lvl 2) but Evocation Wizard is kinda fun. Shoot a nuke on the battlefield and let my allies not get hit by it.. So i think i go 11 Armorer Artificer and 9 wizard (if i dont make other roleplay choices ofc)
Did you ever find out what they were doing upstairs?
Evil stuff
Had an idea for a "gunner".
I don't know your feelings about firearms in games but...
Human variant, grab the gunner feat for reloading and shooting point blank.
Go 2 levels of Artificer and craft yourself a Musket.
Take 3 levels of Creation Bard for Performance of Creation and use that for your daily supply of dry smoke powder. ( A 2lb Powderhorn is 35gp)
You could continue in Creation Bard if you choose, or you can jump back to Artificer and go Artillerist for more boom boom.
Maybe take a feat and get Archery Fighting Style?
I've got firearms in my current campaign world. I don't like them in some settings, but I usually don't use them, so I figured I'd do something different. So far, so good.
@@thedungeon1578 I used to think firearms were dumb, but I read Warriors of the Flame by Joel Rosenberg and it made me really see that it's not game breaking, and can fit into the setting without much work.
I'd just take repeating shot so you wouldn't need to dip creation bard 3 just for ammo. instead i'd multiclass fighter for action surge and a fighting style. then pick up gloomstalker 3 for more attacks, another fighting style, and good bonus action spells.
I was wondering how battle smith and bladesinger would work
Terribly, since half the bladesong doesn't work with medium or heavy armor
You dont have to use those proficiency and youd get your intel mod way faster
@@ariagrumpy8254 he said battle
Smith not armorer
should work well. armorer works well too if you're willing not to use bladesong (bladesong doesnt really give you an ac bonus if you're able to use better armor, shield, and repulsion shield infusion, you won;t need the concen save bonus either with the con save prof and mind sharpener. essentially bladesong becomes a trap in that scenario).
@@TheRobversion1 Depends on the race you use. If it's tortle, battle smith + bladesinger should be fine, if it's any other race, keep looking for better alternatives.
🎉🎉🎉🎉
thinking of a similar build, but with Battlesmith and 2 levels into war wizard. Steel defender with sentinel feat, seems like cool symmetry
Nice, I like it.
I had same idea. Giving up capstone +1 save per atunement so +6 , but having arcane reflection +4 save from level 5 -19 is worth the trade. Plus 2 levels of wiz gets spell slot upgrades a few levels early.
i was thinking a homebrew for a 3/4 God of Athena and Hecate if my dm allowed it. a homebrew class mixing wizard and artificer together, selecting half and half of the class abilities and features. for wizard i would have evocation and divination and for artificer i would have battle smith and armorer. great for protecting myself and using my advanced iq for battle strategy and seeing 5 moves ahead the bbeg. due to my 75 percent god blood my physical and mental abilities are doubled that of a normal. 25 to all stats. combined that with the fact that my carrying capacity is doubled he is very very strong. he is still killable just very hard. and using the homebrew backgrounds Athena origins and Hecate origins double advantage on all intelligence ability checks and a +8 to arcana checks.