The basics of building your first DnD Artificer:
- Lots of Intelligence
- Pick your subclass ahead of time so that you know your role within the party
- Share your infused magic items, but keep enough that you’re still impactful in a fight
- Pick spells that support your role in the party
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Let's build your first D and D
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artificer. The artificer is all about
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intelligence. That is our primary
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ability score. And it applies to a ton
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of things. Skills, sometimes tools,
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their flash of genius ability, and of
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course, spellcasting, which is a central
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part of the class. What you do with your
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other ability scores is really going to
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depend on your subclass. So, let's look
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at your subclass and make sure you know
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what you're going to do. A lot of
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classes can kind of pivot in those early
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levels, but for the artificer, you
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really want to know what subclass you're
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going for going in. So, even at level
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one, you need to have a plan. Otherwise,
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you're going to build something that
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just might not line up for your
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subclass, unfortunately. So, if you're
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building like a defender armor, you want
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to be up there in melee tanky. You need
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a lot of constitution, you need a lot of
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intelligence, and you might not need
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dexterity because you're going to be in
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heavy armor, and your dexterity won't
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matter anyway. But most likely, if
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you're building anything else, you're
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going to be in medium armor. So, you
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want 14 dexterity and just as much
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constitution as you can afford for
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concentration and for hit points, always
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essential. Your subclass will also tell
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you what you're doing within the party.
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If you're building an infiltrator armor,
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you are essentially your party's rogue.
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If you're building a defender, you are
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your party's frontline melee tank. If
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you're building an artillerist, you are
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your party's blaster. You are supposed
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to deal damage to enemies from afar.
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sometimes in an area, sometimes single
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target, depending on what you need. If
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you're building an alchemist, you are a
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support character. You are there to buff
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your party and yourself and keep
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everybody healed and alive. Very
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important and a ton of fun to play. Once
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you know what you're doing within the
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party, take a look at the infused items
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and figure out what items will be
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available to you and figure out what
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works both for your character and for
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everybody else. It is perfectly fine to
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infuse all of your items and give them
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out to party members. like that is a
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perfectly fine way to play the class.
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But remember, you do still need to
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contribute when you're in a fight and
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when you're in a problem situation, when
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you're facing challenges. So, it's
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important that you keep whatever magic
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items you need. So, if you're built to
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be using weapons or if you're built to
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be in the front lines in melee, make
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sure that you have magic items that
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improve your attacks, that improve your
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AC, that keep you alive. It's very easy
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to accidentally give away all of your
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class features and then find that your
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character basically isn't useful
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anymore. Beyond that, your spells can do
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a ton. Find spells that work for your
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class. If you need help, check out our
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spell list guides up on rpgbot.net or
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leave a question in the comments and I'm
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happy to help where I
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