I remember an article by the designer of Eberron (forgot his name) where he was talking about the artificer concept. He pointed out that the artificer wasn't specifically magictech or steampunk like everyone assumes. They simply specialize in imbuing items with magical properties using whatever tools you the player decide they use. After reading that article, I decided to figure out the flavor for an artificer tied to each artisan tool, not just the typical smithing or alchemist tools. A lot of them could involve carving magical runes into items (woodworking, smithing, leather working, pottery), but stuff like cobbler tools leads to some interesting ideas. (BTW, the only thing I could think of for cobblers tools is that the artificer makes little shoes each evening that he leaves as an offering to invisible faeries who help him out, kind of like that fairytale about the cobbler and the gnomes.) One of my favorite artificer characters was an elven Battlesmith who uses cartography tools to determine the flow of natural leylines which he then uses to imbue arrows (and his pet) with magical effects. Web, firebolt, and the rest are the result of firing magical arrows. Since the Battlesmith can use a magic weapon as a spell focus, this makes him feel like a better Arcane Archer fighter crossed with Beastmaster ranger. His steel defender is a bunch of rune-carved chunks of granite intertwined with vines that vaguely resembles a panther. My point is, once you realize that artificer doesn't necessarily mean steampunk, the idea of a druid that makes nature-themed magic items isn't a stretch at all.
That may of been his original intention but the Artificer absolutely was designed to be the MagiTech concept. It SHOULD of been designed otherwise but the final product is MagiTech/“Wizard who uses Tools”
I played an artificer battlesmith that was flavored as a "trashmancer" he had the ability to tap into the latent potential of items that had been lost, discarded or abandoned. His steel defender was a trash golem essentially a mound of trash using magical bindings to function as a creature. Was a pretty good time.
One of my favorite creations was a warforged wildfire druid/alchemist artificer. One main feature that made it fun was the warforged armor integration which means he never removed his hide armor (and skullbone helmet) so no-one knew exactly what he was. Plus, one of his infusions was Armor of Tools, which I used to integrate alchemist's supplies into the armor. So basically he was a living alchemy kit, dispensing fire/poison and all sorts of chemicals.
One of my favorite build combos is 6th level life cleric with 14th level shepherd Druid. If you cast aura of vitality and use your unicorn spirit you can effectively become an immortal tank while healing the entire party and blasting.
I think Aura of Vitality isnt available to neither druids nor clerics, it a paladin spell. Twilight clerics have it as well as battlesmith artificers, but apart from that you wouldnt be able to choose it. It would be dope tho
That's a very cool interaction I hadn't thought of. 🤩🤩 Extended spell would make this even more powerful consider that DoL adds 5 hp per bonus action ×10×2=100 hp per PC for the cost of 1 sorcery point. Now you can almost give twilight a run for it money.
YOU sir have opened my eyes, I never considered flavoring the canons as minions... Now I have to play an artillerist with kobold minions using makeshift weaponry 😂
Pretty fun build! I do worry slightly over bonus action/main action bloat between Summon Beast + Eldritch Cannon + Unicorn Totem, but for the longer drawn out fights this should def be a beast of a character. Thankfully the thp from the cannon doesn’t go away by the end of the next turn or whatnot, and I’m surprised that the Beast summoned doesn’t require a bonus action or action to order it around. I guess, by round 2 you can have everything up and functioning, then focus on heals or damage.
I LOVE this flavour! I'd be hard pressed not to go Simic Hybrid with this build, but mechanically Tortle makes more sense. Talking of which: Why did you go Druid first? With Artificer first you'd get Con save proficiency for your concentration.
did some reading, and apparently wild shape allows you to keep certain benefits from your race if your new form is capable of having it. I do like the summoning/support theme for this build, but i also like the idea of wildshaping as a moon druid laying down control spells and having your turrets support you as a bonus action in your follwing turns as you turn into a dire wolf to fight with pack tactics alongside your frontline
Artillerist is my favorite subclass because of that protector cannon. I love how tanky it makes you. In fact, I made a Barbarian build that incorporates 3 levels of Artificer for the Artillerist's protector cannon as the cannons are not spells. So you get a better version of Heroism without the need for concentration or spell slots on a barbarian... It's stupid good for a damage sponge.
OC Don't Steal : Artificer Bard. Looked like Spider-Punk from the new spider verse movie. Executed sick riffs as spells and tuned his electric guitar as infusions. His Eldritch Cannon was an amp, and with the twist of a dial either made a sound barrier, hit em back or melted faces. The gotcha moment : Enemy wizard casted silence and since I had flavored everything sound the party burst out laughing. Its fine I turned the bass up and said "you can't hear it but you can feel the vibrations through the ground" and gave em all a sound barrier. DM allowed it. Best part was his intro. Buck nekked save for a guitar, he got isekai'd into faerun. With his talent as a guitarist and from tuning his own tech, he became artificer / bard.
cool themed build! one thing that bugged me is that at 6:50 you mentioned that artificers are 3/4 casters. They are not. They are half-casters, but are different because you round up their levels. A 3/4 caster would at max get 7th-level slots.
@@B4K4157 a 1/2 caster gets at max 5th level slots (because they at max are a level 10 caster spell slot wise). A 1/3 caster gets at max 4th level slots because at max they are a 7th level caster (they round up their levels). So by using that math a max 3/4 level caster would be level 15 and have access to 8th level slots. So my mistake about that. I think a problem is that it's unintuitive what these caster levels mean. I think thats only because full casters cap out at 9th level slots even though if you followed the pattern they should cap out at 10th level.
@@B4K4157 for a 2/3 caster they would cap out at being a 13th level caster (assuming they round down). Which means they would have access to 7th level slots max
one thing I tried that ended up pretty cool was to create a geomancer. I used 5 levels of artificer armorer and the rest into land druid(mountain). not only does it have all these earth based spells, but it can also use the earth around it to form and earth like armor to fight on the front lines.
Here's an idea for a build, mix Artificer level 3 (Armorer, take the stealth mode armor) with Rogue level 3+ (Soulknife). Make INT your primary, DEX your secondary, and CON your tertiary. The character could have discovered some old armor (or old knowledge of crafting armor/items) and when doing so unlocks the secrets of psionics. (There's also some kind of Artificer level 3 (Battle Smith) and Fighter level 3+ (Psi Warrior) build here, same stat order as INT is so important and only need DEX for the +2 bonus to AC and meet the fighter multiclass requirement, INT can be used for attack and damage.)
Aid isn't temporary hp. It's hp. Which means Aid can get 3 people up from being unconscious in a single turn. Aid is one of the best heals in the game because of this. You'd have been better off comparing the Protector Cannon to something like Heroism or false life. Even then it's not great. Heroism makes you immune to fear which can be huge. But it is just flatout better than false life no doubt about that.
Now I have this urge for tortle Cavalier riding a racing turtle ☕️ ☕️ Balista cannon.... plant growth + spike growth. Pin them down in the area. And use the cannon to push them around in the area for extra damage. Lol
Interesting stuff, as always. I do have one question... why Shepherd over Stars? The Chalice gives a very similar effect to the Unicorn totem and Stars gives you Guiding Bolt for the long range hits and the Archer constellation for the Bonus action dmg with the ability to switch to Chalice for healing when necessary. Not a critiscism, I'm genuinely interested in your reasoning.
Honestly could go either way, the chalice is better for targeted healing, while shepherd unicorn totem is better for healing everyone in a big group. Because we're already pulling allies close with the protector cannon, we figured the unicorn totem would be more effective. Again though, that would work well too!
Hmmm, just thought of this as an afterthought and had to come back and share. If you take Artificer level 3 (Alchemist) and then continue as a Wizard level 2+ (School of Conjuration), can you use Minor Conjuration to duplicate your Experimental Elixirs at will?
What if the artificer druid were to modify the animals he encounters? For example: I see a deer, I approach it and turn its antlers into muskets so it can shoot and help me.
Your froggies (amazing) made me wonder if you've ever made a Naruto build. Call me a weeb, but a build that can mimic Naruto's feats/jutsus would be fun. Probably not efficient, but you're smarter than me.
guys I need a 5th level character for a couple of sessions. I'm thinking Undead Warlock with Pact of the Chain and Investment of Chain Master invocation for battefield control. Gimme an optimisation pls
Summon shadowspawn (fury) would get adv on attacks against frightened creatures [like from your form of dread, additionally you are immune to it's fear save while in the form of dread. As far as familiars go, Pseudodragon has the better chance of causing unconsciousness poison to work, but sprite's ranged attack and invisibility action has better longevity. If the enemy is frightened, making the BA ranged attack from the sprite could be good in that they couldn't approach your familiar, and the potential for unconscious using your DC is pretty nuts. If you wanted to double down on unconscious poison, pairing the the familiar with Summon Undead (ghoul form) would you a lot of opportunities to knock someone out, until your minions are killed. If they're unconscious, you could autocrit if within 5' of them, so Booming Blade or a point blank agonizing Eldritch Blast could be good [maybe pair this with. Unconscious enemies also autofail strength and dex saves. Also, an invisible sprite could take the help action while staying as long as it's within 5' of the enemy and you're not making it break it's invisibility with an attack command. You could have both these summon spells at level 5 if you replace one of your old spells at level up. Some good invocations for this character in addition to Investment of the chain master are: agonizing blast, eldritch mind [concentration save advantage], and repelling blast [if frightened and pushed back they can't approach] Use the ASi to bump your charisma. Custom lineage/Variant human could be good for Resilient Con or War Caster, or shada kai elf [possibly with elven accuracy +1 Cha at level 4] could be thematic and strong as well.
summon shadowspawn with weight of sorrow and focus on reducing speed for EB and control. Couple of pets kinda build. Fathomless for tentacle to slow is an option there as well.
@@elliotbryant3459 I think Im completely with you in terms of the tactics of this character. I was thinking custom lineage and taking moderately armored. With that and a 14 dex I could have a 18/19 ac. Alternatively, I could take a level dip in fighter, get that con save + defence fighting style. Im torn between custom lineage + moderately armored + 5 levels in warlock or Eladrin/ shadow kai + straight warlock yea or maybe custom lineage eldritch adept, get an extra innvocation. This character seems quite invocation heavy.
@@anzamanto4407 Ya man, I agree Moderately Armored would be a really good feat pick too. You can't fail the concentration save that you don't need to make. Might not hurt too much to delay the charisma bump and take that at level 4 instead if you don't end up going Custom Lineage. It would also allow you to start with a higher con or wisdom since the half feat brings dex up to 14. If you're allowed to use Volo's material, the old Fallen Aasimar could be thematic and better than the updated version in this scenario, given the demands placed upon your bonus action. Once per long rest you could do the action transformation triggering a 10' radius fear aura and adding character level necrotic damage to an attack on each of your turns and then activate the form of dead as a bonus action. If you can get 1or more enemies to make the fear save it feels like less of a setup turn. Also gives you a self heal. Personally, I would probably go Shadar Kai. For me the sum of its parts add up to more than a feat. Then take moderately Armored at 4. I wouldn't sweat the invocation opportunity costs, you could delay agonizing blast until level 7 and run with chain master, repelling and eldritch mind until then. You're not spamming eldritch blast quite like a sorlock, so the damage boost is like +8 damage at most at this level, and only on the rounds you cast eldritch blast. Warlock levels 5 and 7 are pretty big for these summon spells, so I would be hard pressed to multiclass here. If starting at level 6 though, the fighter dip does have its merits as you pointed out.
Now that you say it, a Breeder Artificer makes so much sense, what about a "Wild Hunt" ish instead of frogs, use dogs and Battlesmith Artificer There a probably a ton of different ways for the Wild Hunt
@@jacobweinstock2180 🤣🤣🤣🤣😂 Or covers your allies with some cuddilly goodness/wool lining (aid spell). I'm sure there's a lot of hilarious things you could come up with.
@@woutvanostaden1299 Would there be a sheep of holding just reach into it's wool a pull out whatever, would a magic tent or magnificent mansion just be huge sheep you nest in
I thought you were taking Druid first to get the Herbalism kit proficiency to combine with the Alchemist Artificer ... Since you're not doing that I don't know why you wouldn't just do Artificer first for the CON save proficiency. If you really want WIS save proficiency then you can just take Resilient (WIS) on your journey to buffing your main stat anyway instead of taking an ASI off to buff CON.
I remember an article by the designer of Eberron (forgot his name) where he was talking about the artificer concept. He pointed out that the artificer wasn't specifically magictech or steampunk like everyone assumes. They simply specialize in imbuing items with magical properties using whatever tools you the player decide they use. After reading that article, I decided to figure out the flavor for an artificer tied to each artisan tool, not just the typical smithing or alchemist tools. A lot of them could involve carving magical runes into items (woodworking, smithing, leather working, pottery), but stuff like cobbler tools leads to some interesting ideas. (BTW, the only thing I could think of for cobblers tools is that the artificer makes little shoes each evening that he leaves as an offering to invisible faeries who help him out, kind of like that fairytale about the cobbler and the gnomes.)
One of my favorite artificer characters was an elven Battlesmith who uses cartography tools to determine the flow of natural leylines which he then uses to imbue arrows (and his pet) with magical effects. Web, firebolt, and the rest are the result of firing magical arrows. Since the Battlesmith can use a magic weapon as a spell focus, this makes him feel like a better Arcane Archer fighter crossed with Beastmaster ranger. His steel defender is a bunch of rune-carved chunks of granite intertwined with vines that vaguely resembles a panther.
My point is, once you realize that artificer doesn't necessarily mean steampunk, the idea of a druid that makes nature-themed magic items isn't a stretch at all.
That may of been his original intention but the Artificer absolutely was designed to be the MagiTech concept.
It SHOULD of been designed otherwise but the final product is MagiTech/“Wizard who uses Tools”
I played an artificer battlesmith that was flavored as a "trashmancer" he had the ability to tap into the latent potential of items that had been lost, discarded or abandoned. His steel defender was a trash golem essentially a mound of trash using magical bindings to function as a creature. Was a pretty good time.
One of my favorite creations was a warforged wildfire druid/alchemist artificer. One main feature that made it fun was the warforged armor integration which means he never removed his hide armor (and skullbone helmet) so no-one knew exactly what he was. Plus, one of his infusions was Armor of Tools, which I used to integrate alchemist's supplies into the armor. So basically he was a living alchemy kit, dispensing fire/poison and all sorts of chemicals.
One of my favorite build combos is 6th level life cleric with 14th level shepherd Druid. If you cast aura of vitality and use your unicorn spirit you can effectively become an immortal tank while healing the entire party and blasting.
I think Aura of Vitality isnt available to neither druids nor clerics, it a paladin spell. Twilight clerics have it as well as battlesmith artificers, but apart from that you wouldnt be able to choose it. It would be dope tho
@@pedropousada4191 Tasha's added it to the cleric and druid lists as an optional variant
That's a very cool interaction I hadn't thought of. 🤩🤩 Extended spell would make this even more powerful consider that DoL adds 5 hp per bonus action ×10×2=100 hp per PC for the cost of 1 sorcery point. Now you can almost give twilight a run for it money.
I imagen than that vampiric touch or enervation would have a similar effect.
I spent the last 20 min freaking out about how cool this build is
YOU sir have opened my eyes, I never considered flavoring the canons as minions... Now I have to play an artillerist with kobold minions using makeshift weaponry 😂
Pretty fun build! I do worry slightly over bonus action/main action bloat between Summon Beast + Eldritch Cannon + Unicorn Totem, but for the longer drawn out fights this should def be a beast of a character.
Thankfully the thp from the cannon doesn’t go away by the end of the next turn or whatnot, and I’m surprised that the Beast summoned doesn’t require a bonus action or action to order it around. I guess, by round 2 you can have everything up and functioning, then focus on heals or damage.
I LOVE this flavour! I'd be hard pressed not to go Simic Hybrid with this build, but mechanically Tortle makes more sense. Talking of which: Why did you go Druid first? With Artificer first you'd get Con save proficiency for your concentration.
did some reading, and apparently wild shape allows you to keep certain benefits from your race if your new form is capable of having it.
I do like the summoning/support theme for this build, but i also like the idea of wildshaping as a moon druid laying down control spells and having your turrets support you as a bonus action in your follwing turns as you turn into a dire wolf to fight with pack tactics alongside your frontline
I love simic. Green blue was my favorite combination on MTG. Great build!
Artillerist is my favorite subclass because of that protector cannon. I love how tanky it makes you. In fact, I made a Barbarian build that incorporates 3 levels of Artificer for the Artillerist's protector cannon as the cannons are not spells. So you get a better version of Heroism without the need for concentration or spell slots on a barbarian... It's stupid good for a damage sponge.
OC Don't Steal : Artificer Bard. Looked like Spider-Punk from the new spider verse movie. Executed sick riffs as spells and tuned his electric guitar as infusions. His Eldritch Cannon was an amp, and with the twist of a dial either made a sound barrier, hit em back or melted faces.
The gotcha moment : Enemy wizard casted silence and since I had flavored everything sound the party burst out laughing. Its fine I turned the bass up and said "you can't hear it but you can feel the vibrations through the ground" and gave em all a sound barrier. DM allowed it.
Best part was his intro. Buck nekked save for a guitar, he got isekai'd into faerun. With his talent as a guitarist and from tuning his own tech, he became artificer / bard.
Love these weird combos! Enjoy your content!
I've been thinking about a Druid Artificer. Sounds like a pretty cool way of doing it.
Chris this guys hair.
🎵 “Baby don’t hurt me, no more” 🎶
Wow I never thought of it, love it! Of course I love all the videos
cool themed build! one thing that bugged me is that at 6:50 you mentioned that artificers are 3/4 casters. They are not. They are half-casters, but are different because you round up their levels. A 3/4 caster would at max get 7th-level slots.
Yeah, I assumed he was referring to the fact that they are half-casters rounded up instead of down, but that still wouldn't be 3/4 caster.
I've heard 2/3 caster, does that math work out?
@@B4K4157 a 1/2 caster gets at max 5th level slots (because they at max are a level 10 caster spell slot wise). A 1/3 caster gets at max 4th level slots because at max they are a 7th level caster (they round up their levels). So by using that math a max 3/4 level caster would be level 15 and have access to 8th level slots. So my mistake about that.
I think a problem is that it's unintuitive what these caster levels mean. I think thats only because full casters cap out at 9th level slots even though if you followed the pattern they should cap out at 10th level.
@@B4K4157 for a 2/3 caster they would cap out at being a 13th level caster (assuming they round down). Which means they would have access to 7th level slots max
one thing I tried that ended up pretty cool was to create a geomancer. I used 5 levels of artificer armorer and the rest into land druid(mountain). not only does it have all these earth based spells, but it can also use the earth around it to form and earth like armor to fight on the front lines.
Pretty cool build and synergy
Druid/artificer on a warforged is just a beast maximal
Here's an idea for a build, mix Artificer level 3 (Armorer, take the stealth mode armor) with Rogue level 3+ (Soulknife). Make INT your primary, DEX your secondary, and CON your tertiary.
The character could have discovered some old armor (or old knowledge of crafting armor/items) and when doing so unlocks the secrets of psionics.
(There's also some kind of Artificer level 3 (Battle Smith) and Fighter level 3+ (Psi Warrior) build here, same stat order as INT is so important and only need DEX for the +2 bonus to AC and meet the fighter multiclass requirement, INT can be used for attack and damage.)
Love it!
Aid isn't temporary hp. It's hp. Which means Aid can get 3 people up from being unconscious in a single turn. Aid is one of the best heals in the game because of this. You'd have been better off comparing the Protector Cannon to something like Heroism or false life. Even then it's not great. Heroism makes you immune to fear which can be huge. But it is just flatout better than false life no doubt about that.
Can we reflavor this character as the mumbling guy from plants vs zombies, and the plants such as the pea shooter as eldritch cannon ?
Do you think you can do a twilight domain cleric, artilerist artificer múltiplas build?
Love your videos man. Do you think armorer would be mandatory if going tortle is not an option?
Now I have this urge for tortle Cavalier riding a racing turtle
☕️ ☕️
Balista cannon.... plant growth + spike growth.
Pin them down in the area. And use the cannon to push them around in the area for extra damage. Lol
☕️☕️
Interesting stuff, as always. I do have one question... why Shepherd over Stars? The Chalice gives a very similar effect to the Unicorn totem and Stars gives you Guiding Bolt for the long range hits and the Archer constellation for the Bonus action dmg with the ability to switch to Chalice for healing when necessary. Not a critiscism, I'm genuinely interested in your reasoning.
Honestly could go either way, the chalice is better for targeted healing, while shepherd unicorn totem is better for healing everyone in a big group. Because we're already pulling allies close with the protector cannon, we figured the unicorn totem would be more effective. Again though, that would work well too!
Hmmm, just thought of this as an afterthought and had to come back and share. If you take Artificer level 3 (Alchemist) and then continue as a Wizard level 2+ (School of Conjuration), can you use Minor Conjuration to duplicate your Experimental Elixirs at will?
What if the artificer druid were to modify the animals he encounters?
For example: I see a deer, I approach it and turn its antlers into muskets so it can shoot and help me.
Í love the theme of this build
Your froggies (amazing) made me wonder if you've ever made a Naruto build. Call me a weeb, but a build that can mimic Naruto's feats/jutsus would be fun. Probably not efficient, but you're smarter than me.
guys I need a 5th level character for a couple of sessions.
I'm thinking Undead Warlock with Pact of the Chain and Investment of Chain Master invocation for battefield control. Gimme an optimisation pls
Summon shadowspawn (fury) would get adv on attacks against frightened creatures [like from your form of dread, additionally you are immune to it's fear save while in the form of dread. As far as familiars go, Pseudodragon has the better chance of causing unconsciousness poison to work, but sprite's ranged attack and invisibility action has better longevity. If the enemy is frightened, making the BA ranged attack from the sprite could be good in that they couldn't approach your familiar, and the potential for unconscious using your DC is pretty nuts. If you wanted to double down on unconscious poison, pairing the the familiar with Summon Undead (ghoul form) would you a lot of opportunities to knock someone out, until your minions are killed. If they're unconscious, you could autocrit if within 5' of them, so Booming Blade or a point blank agonizing Eldritch Blast could be good [maybe pair this with. Unconscious enemies also autofail strength and dex saves. Also, an invisible sprite could take the help action while staying as long as it's within 5' of the enemy and you're not making it break it's invisibility with an attack command. You could have both these summon spells at level 5 if you replace one of your old spells at level up.
Some good invocations for this character in addition to Investment of the chain master are: agonizing blast, eldritch mind [concentration save advantage], and repelling blast [if frightened and pushed back they can't approach]
Use the ASi to bump your charisma. Custom lineage/Variant human could be good for Resilient Con or War Caster, or shada kai elf [possibly with elven accuracy +1 Cha at level 4] could be thematic and strong as well.
@@elliotbryant3459 the fact that you took ur time to write all that you are such a g my man
summon shadowspawn with weight of sorrow and focus on reducing speed for EB and control. Couple of pets kinda build. Fathomless for tentacle to slow is an option there as well.
@@elliotbryant3459 I think Im completely with you in terms of the tactics of this character.
I was thinking custom lineage and taking moderately armored. With that and a 14 dex I could have a 18/19 ac. Alternatively, I could take a level dip in fighter, get that con save + defence fighting style.
Im torn between custom lineage + moderately armored + 5 levels in warlock
or
Eladrin/ shadow kai + straight warlock
yea or maybe custom lineage eldritch adept, get an extra innvocation. This character seems quite invocation heavy.
@@anzamanto4407 Ya man, I agree Moderately Armored would be a really good feat pick too. You can't fail the concentration save that you don't need to make. Might not hurt too much to delay the charisma bump and take that at level 4 instead if you don't end up going Custom Lineage. It would also allow you to start with a higher con or wisdom since the half feat brings dex up to 14.
If you're allowed to use Volo's material, the old Fallen Aasimar could be thematic and better than the updated version in this scenario, given the demands placed upon your bonus action. Once per long rest you could do the action transformation triggering a 10' radius fear aura and adding character level necrotic damage to an attack on each of your turns and then activate the form of dead as a bonus action. If you can get 1or more enemies to make the fear save it feels like less of a setup turn. Also gives you a self heal.
Personally, I would probably go Shadar Kai. For me the sum of its parts add up to more than a feat. Then take moderately Armored at 4. I wouldn't sweat the invocation opportunity costs, you could delay agonizing blast until level 7 and run with chain master, repelling and eldritch mind until then. You're not spamming eldritch blast quite like a sorlock, so the damage boost is like +8 damage at most at this level, and only on the rounds you cast eldritch blast.
Warlock levels 5 and 7 are pretty big for these summon spells, so I would be hard pressed to multiclass here. If starting at level 6 though, the fighter dip does have its merits as you pointed out.
I can imagine the DM getting mad that everyone else has like, 13 AC and you get 19 at level 1.
Now that you say it, a Breeder Artificer makes so much sense, what about a "Wild Hunt" ish instead of frogs, use dogs and Battlesmith Artificer
There a probably a ton of different ways for the Wild Hunt
Oh since we combine artificer I like the companion as a sheep herder dog and sheep instead of frogs for fluffy healing/death.🤣🤣🤣
@@woutvanostaden1299 A sheep that literally sends enemies to sleep ...or explodes whatever comes first, a werewolf being beat up by sheep amazing
@@jacobweinstock2180 🤣🤣🤣🤣😂 Or covers your allies with some cuddilly goodness/wool lining (aid spell). I'm sure there's a lot of hilarious things you could come up with.
@@woutvanostaden1299 Would there be a sheep of holding just reach into it's wool a pull out whatever, would a magic tent or magnificent mansion just be huge sheep you nest in
Funnily enough, I'm seeing this a month after posting, but I actually started a Druidficer character a few months earlier 😂
I thought you were taking Druid first to get the Herbalism kit proficiency to combine with the Alchemist Artificer ... Since you're not doing that I don't know why you wouldn't just do Artificer first for the CON save proficiency. If you really want WIS save proficiency then you can just take Resilient (WIS) on your journey to buffing your main stat anyway instead of taking an ASI off to buff CON.