D&Ds Most Overpowered Character Builds Battle Artificer

D&D’s Most Overpowered Character Builds: Battle Artificer

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The Artificer can outdo other classes thanks to their additional attuned items, and the Battle Smith lets them use Intelligence to excel in combat.

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D&Ds Most Overpowered Character Builds Battle Artificer

The Artificer class is one of the signature elements of the Eberron campaign setting, and its 5e Dungeons & Dragons incarnation is among the best versions of the class since its debut in 3.5 edition D&D, one that can be used for one of D&D’s most overpowered builds. A well-built Artificer can be effective in combat and particularly useful in otherwise low-magic games. The Artificer’s ability to infuse magic items can compensate for a lack of magic item markets and dungeon loot, and the Battle Smith subclass makes the character a formidable fighter in ranged and melee combat, uniquely tied to a single attack statistic.

Though the Artificer is linked with the lore of Eberron and made its 5e D&D debut in Eberron: Rising From The Last War, its inclusion in Tasha’s Cauldron Of Everything shifted the setting-specific class to a general-use class for any D&D campaign setting, including homebrew worlds. The Artificer is powerful at higher levels, as it gains the ability to attune to more magic items than other classes, offering it an edge over characters normally restricted to three. Artificers can attune to four magic items at level 10, five at level 14, and six at level 18. Attuned magic items typically provide the most powerful benefits, and as item-based effects are not tied to the Concentration mechanic, an Artificer has many options for stacking buffs thanks to having up to twice as many attuned items as a typical adventurer.

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At level 3 the Battle Smith subclass lets an Artificer excel in combat, gaining proficiency in Martial Weapons, as well as the ability to use their Intelligence modifier instead of Strength of Dexterity when attacking with a magic weapon. Since Artificers can select the Enhance Weapon infusion as early as level 2, they can immediately take advantage of this feature even in low-magic games where the DM does not make magic weapons available in shops or as loot. Battle Smith sidesteps the problem of multiple attribute-dependent classes like Paladin, which requires Strength for melee attacks and Charisma for spells and class features, or Monk, which requires both Dexterity and Wisdom. A Battle Smith Artificer can focus solely on Intelligence as their spellcasting stat, as well as for attacks and damage with weapons.

A Battle Smith Artificer Can Slay At Ranged Or In Melee With Intelligence

The D&D Variant Human race is the ideal choice for a battle-focused Artificer. When using point buy the character should start with a 16 Intelligence for spells and attack bonuses, and 14 Dexterity is advised to take full advantage of Medium Armor. Artificers should invest in Constitution as well for low-level games. For higher-level campaigns, where the Artificer has access to magic items or level 14 Infusions, an Infusion can be used to replicate the Amulet of Health which sets Constitution to a 19. Artificers begin with Constitution as a proficient saving throw, which aids in Concentration checks, and avoids the need for the Resilient feat, or multi-classing from Fighter, as with the typical battle Wizard build.

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A Variant Human melee-focused Battle Smith can start with Polearm Master, then pick up Great Weapon Master, Mobile, and Sentinel at higher levels, after using their levels 4 and 8 choices to increase Intelligence to the natural maximum of 20. This can be of help in games where the party lacks a dedicated melee specialist but the player wants more flexibility than classes like Barbarian afford outside of battle. A ranged D&D Battle Smith should instead start with Crossbow Expert, and after maximizing their Intelligence they can add feats like Sharpshooter, Toughness, and Lucky.

The selection of D&D magic items is key to helping an Artificer excel in battle. An Amulet of Health is a worthwhile attunement, and other universally helpful attuned items include Boots of Flying for Concentration-free flight, and a Ring of Free Action to avoid many mobility-related spells and effects. Other helpful options include a Brooch of Shielding for resistance to Force Damage and immunity to Magic Missile, and Cloaks and Rings of Protection for bonuses to Armor Class and Saving Throws. All of these are items that could be created as Artificer Infusions if they cannot be found or purchased. A Ring of Spell Storing is another solid choice, though this cannot be replicated through infusions. With the right items, and a well-planned character build, an Artificer can excel in and out of combat, functioning as a Dungeons & Dragons trap expert, versatile spell caster, and ranged or melee damage dealer.

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