All right, so at this stage, we've got an ungodly AC (26 baseline, but we can push it to 31 with the Shield spell). We've got all our subclass features, and we're basically a nigh-unhittable juggernaut on the battlefield (or a profoundly pesky little sniper far above the battlefield).
Let's bring it home. We're at the level where we're fighting demon lords and other terrible foes. We haven't really been able to push our damage-per-round terribly high, but we do have a very sustainable source of Fireballs and Lightning Bolts.
Let's get into tier 4.
Level 17:
This is the level where we get 5th level spells. While full casters have had access to these for a very long time at this point, we at least have been keeping pace with them in terms of spell attacks and save DCs (maybe slightly behind because we're less likely to have items that can boost those).
We automatically get Passwall and Wall of Force. The former is somewhat situational, but it will make it very hard to keep us from getting into or out of physical obstacles. Wall of Force, though, can truly shut someone down, and even at high levels, a foe really needs to either have Disintegrate (even Liches don't by default) or break our concentration (good luck - not only do we have a +12 to concentration saves thanks to the various magic items we have, but we also might still have the Mind Sharpener to auto-succeed multiple times per day).
As for our other 5th level spell options, Greater Restoration can be an important one to have on-hand for serious afflictions. Circle of Power lasts long enough to cast before a fight starts (10 minutes) and can be really helpful against magical foes (though remember that a dragon's breath is not considered magical).
Bigby's Hand also has a lot of utility. It's probably not going to out-damage a summoned Construct, but it's more resilient and more versatile.
I really like Animate Objects, and I think it compares fairly with Summon Construct if you can get a Huge and Large object, though it doesn't last as long.
Level 18:
We can now attune to up to 6 items at once. I hope you've gotten some higher-rarity items from your adventures than what you can replicate, but at the very least you might be attuned to your Ring and Cloak of Protection, maybe Winged Boots, a Mind Sharpener, and an Amulet of Health, so another slot is welcome.
Level 19:
Here, we get our (guaranteed) Epic Boon! While getting a second one some time after hitting level 20 isn't guaranteed, I do think I'd want to pick an Intelligence-based boon just so that we might have the chance to get a 22 Int.
Boon of Combat Prowess, despite being clearly intended for Martials, actually lets us boost any ability score (I'll have to check, but this might be true for all of them). It lets us turn one miss per turn into a hit, which is good, though I think at this level we're probably getting more of our damage out of spells. Something to put a pin in.
Boon of Dimensional Travel might be cooler for us - unless we got Fey Touched somewhere along the way, we don't really have much in the way of teleportation. This gives us a free 30-foot teleport any time we use the Attack or Magic action (which we're going to be probably doing every turn).
If we want to really load up on HP, we can grab Boon of Fortitude, which is effectively a second Tough feat (plus the bonus to Intelligence). At this level, with Amulet of Health, we'd thus have 263 HP at level 20. Alternatively, we can take Boon of Recovery. This lets us reset to half our HP the first time we're dropped (plus 1) and then gives us 10 d10s that we can spend (any amount of) as a bonus action to heal us. Our max HP in this case is 223. So this will effectively give us first an additional 112, and then 55 points of healing, so kind of like 390? But with more action required. Arguably a lot better, though not as good against Power Word Kill.
Boon of Spell Recall will make us a bit more efficient with our spells. For spells of 1st through 4th level, we have a 25% chance not to expend the spell slot. I don't know, though, this doesn't feel necessarily "epic" even if it is good.
Boon of the Furious Storm (from Heroes of Faerun) actually might be fairly useful if you rely on Lightning Bolt in a Spell-Storing Item, as it gives disadvantage on the save.
Level 20:
Once again, I don't think this one is nearly as good as the old version of Soul of Artifice. However, we can decide which of our items to burn - another reason to keep used-up items around. Not really any more major "build" choices to make here.
In a campaign with a ton of magic items made available, you might be able to be looser with your replications and thus try out more oddball things. I do really think that you'll start to get crazy when you can make rare wondrous items.
But I also think that the weapon-focus of this subclass might start to fade away in higher levels, as your magic abilities - spells and items - will probably start to outpace them.
However, if your interpretation is that you can replicate (or just find) magical versions of your in-built weapons to "install" as "modules" in your armor models, like giving yourself a Flame Tongue Force Demolisher, we do have some opportunity to keep up at least with other martial classes.
I do think that if you really want to have a powerful martial damage-dealer Artificer, the Battle Smith might be a better option.
But I also think we shouldn't ignore the power of some of the shenanigans we can pull off, like having everyone in the party summon a Homunculus, or having a nigh-unlimited Necklace of Fireballs.
Our high AC is actually not going to be that much better than other subclasses - Battle Smiths who pour similar investment into their AC will only be 1 behind with Half-Plate (though I'd probably be using both hands for weapons as a Battle Smith, which would ultimately ding me 4 points of AC compared to this build).
All this being said, I think that this isn't going to fall too far behind a, say, Paladin who takes Great Weapon Master and then just maximizes Strength and Charisma. It will struggle to compete with the Bladesinger using Conjure Minor Elementals, but every martial will as well. I think it brings some unique utility, and I am still excited to play it, even if I don't think it'll be the most powerful character I ever have. Once again, this is all stuff that I am guaranteed to be able to do - I never have to rely on a DM giving me the right kind of armor or the right magic items. Hell, outside of the 400 gold component for Summon Construct or the 200g gem for Homunculus Servant, I basically don't have to get anything out of the world that isn't a basic piece of adventuring gear.
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