Playing D&D with Class: Wizard

Coming up with a great backstory, personality, motivations and goals goes a long way toward making memorable D&D characters. But when it comes down to the nuts and bolts of what you can do, it’s all about class.

Consider it your character’s vocation, calling, profession or craft, a character’s class picks up where their backstory leaves off, giving them the skills and abilities they’ll use on their life of adventure.

Rather than analyze the mechanics of each class, extolling the benefits of one option and admonishing the suboptimal drawbacks of another, what you’ll find in this “Playing D&D with class” is the usual musings that accompany any topic and hopefully some insight into different ways to approach the various classes in fifth edition Dungeons & Dragons.

As a longtime player and DM, i’ve never put much emphasis on mathematical optimization, and when it comes to making characters i’m a purist – multi-class characters have never appealed to me. Instead, it’s always been about the concept, the who of a character more than the what.

As classic as they come

The original Dungeons & Dragons game published in 1974 established wizards as the preeminent wielders of magic. Then called the magic-user, they are noted as potentially the most powerful characters in D&D, with a caveat – the road to power is long and arduous. Survival was questionable. Continue reading

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Playing D&D with class: Fighter

Coming up with a great backstory, personality, motivations and goals goes a long way toward making memorable D&D characters. But the nuts and bolts of what you can do get determined primarily by class. (Race and background play a role though, too.) Consider it your character’s vocation, calling, profession or craft, class picks up where backstory leaves off, giving skills and abilities for a life of adventure.

DD-Logo

Rather than analyze the mechanics of each class in fifth edition Dungeons & Dragons, extolling the benefits of one option and admonishing the suboptimal drawbacks of another, what you’ll find in “Playing D&D with class” are musings and hopefully some insight into different ways to approach the various classes in D&D.

As a longtime player and Dungeon Master i’ve never put much emphasis on mathematical optimization. And when it comes to characters i’m a purist – multiclass characters have never appealed to me. Instead, it’s always been about the concept, the who of a character more than the what. Continue reading

Playing D&D with class: Sorcerer

Coming up with a great backstory, personality, motivations and goals goes a long way toward making memorable D&D characters. But when it comes down to the nuts and bolts of what you can do, it’s all about class. Consider it your character’s vocation, calling, profession or craft, a character’s class picks up where their backstory leaves off, giving them the skills and abilities they’ll use on their life of adventure.

Rather than analyze the mechanics of each class, extolling the benefits of one option and admonishing the suboptimal drawbacks of another, what you’ll find in this “Playing D&D with class” is the usual musings that accompany any topic and hopefully some insight into different ways to approach the various classes in D&D 5E.

As a longtime player and DM, i’ve never put much emphasis on mathematical optimization, and when it comes to making characters i’m a purist – multi-class characters have never appealed to me. Instead, it’s always been about the concept, the who of a character more than the what.

The power chooses you

D&D had been around quite some time and evolved through several editions before the mighty sorcerer was introduced as a character class.

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Prior to 3rd edition, wizards/magic-users and the various permutations of specialists like illusionists, abjurers and the like, were the undisputed masters of arcane magic. There were some other classes with limited access, like bards in 2nd edition, but by and large when it came to arcane magic it was wholly the purview of wizards.

Unlike wizards that learn the ability to manipulate arcane magical forces through intense study and discipline, sorcerers have an innate link to these forces that surround them, penetrate them and bind the universe together.

Compared to other primary casters, including divine magic users like clerics and druids, a sorcerer has a much more limited selection of spells to wield. But because their magic is so personal and particular to them, sorcerers have an incredible amount of control over and manipulation of their magic.

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For a sorcerer, magic is in their blood and suffuses every fiber of their being. Sorcerer characters don’t choose to wield magic. Instead they are conduits of arcane forces that manifest and grow within them. In this way, they’re reminiscent of comic book characters like Marvel’s mutant X-Men.

Intrinsic origins

A sorcerers’ power stems from a mystical connection to strange events or events in their own past or in the recesses of ancient history. Unlike a warlock, whose magic is granted directly through a bargain with a powerful being, sorcerers owe allegiance to no such patron.

The meat and potatoes of sorcerous magic in 5E is represented by sorcery points. With this pool of resources, a sorcerer can manipulate their magic in a variety of ways – not the least of which is by gaining additional spell slots! Conversely, spell slots can be converted into sorcery points that fuel the core sorcerer mechanic: metamagic.

Metamagic abilities allow sorcerers to exert control over the spells they cast. They can extend the duration or range of spells, make their spells harder to resist, increase the damage, cast them faster, protect allies caught in area effect spells and even twin a spell and cast it two times simultaneously!

twinsorcerer

The Player’s Handbook presents two different sorcerous origins for characters to draw power from: a draconic bloodline or wild magic, with the Sword Coast Adventurers’ Guide adding a third with storm sorcerer. If those aren’t enough, there’s two offerings from Unearthed Arcana playtest materials: the shadow origin and the favored soul.

That’s quite a bit of variety to inspire your imagination when creating a sorcerer character. Arcanists who rely on force of will alone to harness magical powers come in several flavors but all share the common trait that they don’t use magic – they are magic.

Because of this, it’s easy to imagine a sorcerer coming from any sort of background. Anyone from a noble to an urchin has the potential to manifest a sorcerous origin that turns their world upside down. Draconic blood in the character’s ancestry could have lain dormant for millennia. A fluke of nature, random chaotic surges of wild energy, genetic disposition, the touch of planar energy or the whims of the gods are just a few of the possibilities of where sorcerers gain their powers.

Looking for inspiration

Fictional characters who have unexplained powers are vast and varied. Marvel Comics’ mutant characters are a good place to start for drawing inspiration. The manifestations of mutant powers, triggered by a significant event like trauma or puberty, are a terrific parallel for the emergence of sorcerous magic. This could provide a wealth of roleplaying and story opportunities as well. It’s just as likely that people who possess unexplained magical powers could be just as “hated, feared and despised collectively by humanity for no other reason” as those comics characters with an X-gene.

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Force-users from the Star Wars universe share a lot of similarities to sorcerers, too. Arcane magic, like the Force, exists all around the world and for whatever reason (except the reason of midi-chlorians, which is stupid) some people have a sensitivity and affinity for it that allows them to channel and manipulate the energy.

force-lightning

For less specific examples, literature, film, TV, comics, video games and other media have countless examples of characters around whom strange things occur. Leaning more towards the wild magic aspect of sorcery, perhaps a sorcerer character is themselves largely unaware of their own power or ability to manipulate it. It’s not too difficult to imagine and roleplay your sorcerer not as a competent wielder of raw magical might, but instead as an instinctual caster. From a game perspective, sure, the desired effects are the the spells you as a player choose to cast. But in terms of your character’s existence in the world, it could be interpreted as dumb luck. (Also, there’s always the chance of wild magic surges…)

Roles not rolls

As with any class in D&D, the best advice i can offer is to set mechanical concerns aside and instead focus on creating memorable characters. Unusual race, class and background combinations are just as viable as character built to take advantage of every stat and ability. What you’re giving up from category A only means you’ll be stronger at something in category B or C.

acolytesorc

D&D gives players a chance to create the kind of game they want to play, using as many or as few of the rules as those gathered at the table wish. At the core, it is a group-centered game and your characters come to life as individuals working with others to achieve their goals, so what works in one group might not be optimal in another, and that’s something number crunchers might overlook.

Sorcerers rely on their Charisma in every regard for any class features that reference an ability score. This alone can inform your character in a variety of ways. Is your charismatic sorcerer charming? Manipulative? Domineering? Maybe they’re reluctant to tap into their strange magical powers and instead try to use their personality to navigate encounters as best they can.

A sorcerer with higher Strength might wield a great sword and focus on buff spells like false life and mirror image (yes, there are nonconcentration buff spells out there!). Maybe your sorcerers’ magic manifests itself as personal enhancements like this. They could even be somewhat unaware of what is truly happening when their magic works.

Crowd control isn’t a bad choice for sorcerers either, using their metamagic to make resisting things like web, hold person or stinking cloud more difficult. Perhaps your sorcerer is appalled by the violence of the adventuring life they were thrust into as a result of their strange magical powers.

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Sorcerers are one of those classes that are really only dependent on a single ability score (Charisma) so the direction you take with your character is as wide open as anything else about this class.

The next time you’re creating a character, whether as a DM or player, consider the sorcerer. At their core, sorcerers are possessed of strong will to harness innate magical powers. The limited selection of spells you choose for your sorcerer will determine what specialty they’ll bring to the party, with their metamagic providing flexibility to use those spells in different ways than any other spellcasting class.

Sorcerous origins give characters an avenue to think about where their powers derive from, whether the character is aware of them or not. But no matter how you envision your sorcerer character, they are if nothing else a truly magical character.

snowsorc

Consider the role your sorcerer will play, how their origin, background and spells combine to make them a unique individual in the game world. Will they be hated and feared by those who don’t understand, or fear themselves and what they’re capable of? Will they seek to understand and gain more control over the torrent of magical power in their veins, or give in to the whims of fate and ride along like a twig on the shoulders of a mighty stream? Like any character, your sorcerer comes to the table with a story to tell, as well as one that has yet to be written.

Playing D&D with class: Bard

Coming up with a great backstory, personality, motivations and goals goes a long way toward making memorable D&D characters. But when it comes down to the nuts and bolts of what you can do, it’s all about class. Consider it your character’s vocation, calling, profession or craft, a character’s class picks up where their backstory leaves off, giving them the skills and abilities they’ll use on their life of adventure.

Rather than analyze the mechanics of each class, extolling the benefits of one option and admonishing the suboptimal drawbacks of another, what you’ll find in this “Playing D&D with class” is the usual musings that accompany any topic and hopefully some insight into different ways to approach the various classes in D&D 5E.

As a longtime player and DM, i’ve never put much emphasis on mathematical optimization, and when it comes to making characters i’m a purist – multi-class characters have never appealed to me. Instead, it’s always been about the concept, the who of a character more than the what.

We are the music makers

The dreamers of dreams. A jack of all trades, but master of none (and oftentimes better than master of one). Minstrels, poets, virtuosos, storytellers and loremasters.

wonka-bard

The D&D bard is all of these things and more, tracing their origins way back to a 1976 edition of The Strategic Review.

In 1st edition AD&D, bards were sequestered away in the back of the Player’s Handbook. There, the bard was a hybrid multi-class/prestige class of sorts. A character had to gain levels as a fighter, then thief, and then a druid – but at that point the character is a bard under druidic tutelage. As a bard they gained bonuses to charm things, legendary lore knowledge, defenses against musical magical effects and abilities to inspire their comrades.

Refined in 2nd edition AD&D, the bard was a subclass of rogue, retaining the same inspirational, influential and musical abilities with the addition of some thief skills and wizard spells.

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The bard didn’t change much since then, settling into its position as a multi-faceted class mixing skills, magic and fighting with unique performance-based powers. Often regarded as the ultimate fifth member of a classic party of fighter, wizard, cleric and thief, the bard can fill in or support any of those four roles, as well as bring a few of its own tricks to the party.

Better with age

Bards have been a favorite class of mine and a frequent go-to since 3rd edition. Prior to then i never much enjoyed magic and almost always played thieves or rangers. In 1st edition i wouldn’t have strayed from fighter and thief to pick up druid and a chance at a few specialty abilities, and since my days playing 2nd edition i’m almost always the DM.

But then came 3rd edition, and a rather large gaming group i joined with about ten players – the perfect situation to add a bard. These folks were all pretty power-gamey min-maxers so the idea of a character whose strength lay in helping others achieve success was anathema to them. They were more than happy to take their inspiration bonuses, and for my part i considered a significant (maybe even majority) amount of the damage being dealt out stemming from my otherwise weak and clumsy bard.

Because the group was so large, i was free to focus all the character’s advancement on his performance skill and utility spells. He didn’t even carry any weapons because a) he couldn’t carry very much at all thanks to Strength as a dump stat and b) he was terrible in combat. It was probably the most fun character i ever played. IIRC the campaign ended with a battle against a lich. The bard was the last man standing, and with his dirge singer prestige class was able to defeat the powerful undead with a haunting violin song.

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5E bards are the pinnacle of a class that’s only gotten better with each edition. To be fair, all the classes in 5E are presented well. With their signature inspire ability functioning as a bonus action, bards of today can boost their allies AND do their own thing, giving players a lot more opportunity to feel bard-like without being just a mobile stereo system. Countercharming magic, bonuses to all skills and expertise in couple of them are built into the core chassis.

The pen or the sword

When it comes time to choose a bard’s archetype at 3rd level, the choices in the PHB offer one path focusing more on combat and the other further diversifying the bard with more interactions with skill bonuses and magical knowledge, plus the power to inspire yourself and a reaction to unspire (negatively inspire) other creatures when they attack an ally.

Represented by Colleges that the bard presumably studied at, the colleges of lore and valor stay true to the bard’s origins as a daring loremaster, while offering distinct methods to go about that task.

Unearthed Arcana adds two additional colleges: glamour and whispers. The former increases the bard’s performances to greater heights with illusory and captivating effects, while the latter offers a dark twist to the bard’s repertoire that makes them deceptive assassins who capture and use the shadows of others to mask their activities.

Looking for inspiration

Although it’s difficult to separate the idea a bard’s performance being musical, that’s one place to start thinking about a bard character.

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Comedic bard

A bard’s specialty could be stand-up comedy, oration or rhetoric. Their performance might be juggling or whip mastery. A more martial-minded bard’s kata, shadowboxing or acrobatics routine perhaps inspires allies and intimidates enemies. An amazing performance and display of skill is moving regardless of the medium. Ballet, performance art, visual effects shows – these and more all have the potential to enthrall audiences and evoke emotional responses.

shen-yun

Dancing bards

Keep in mind, too, that D&D takes place in a world where magic is real. Not only does a bard hone their skill with diligence, their mastery imbues their actions with mystical qualities the same as wizards tap into arcane forces or even a highly skilled warrior can make multiple devastating attacks with unnatural celerity.

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Object-manipulating bard

Classically, characters like the Pied Piper, minstrels, Norse skalds and the Kingkiller Chronicle’s Kvothe are excellent examples of audio-inclined loremaster types. Likewise, any musician can provide some inspirado for a bard’s adventures. Freddie Mercury, a high-level bard, sold out stadiums and inspired millions. Tenacious D literally went on an adventure to acquire an artifact and wound up battling the devil in a musical rock-off.

Without getting into a rules and mechanics discussion, the Performance skill in 5E is used for any sort of entertainment. This can certainly include such things as acrobatic demonstrations and magical light shows, for a different take on bardic (or any) performance. The skill check is determining how entertained audiences are, not necessarily how technically sound the performance is. A low-Dexterity character can absolutely attempt to entertain a crowd with juggling or tumbling, and if it were an Acrobatics check they’d more than likely fail miserably. Who’s to say their routine isn’t a comic spectacle that ensnares onlookers through sheer peculiarity?

It’s not hard to imagine Willy Wonka as a bard. He’s charismatic, sings, does a bit of tumbling, creates magical concoctions and has gathered strange lore from all over the world.

The public persona a bard affects might be a mask they wear while pursuing another agenda, too. Good bards are welcome most places, and a traveling entertainer is a perfect cover for a spy or other sort of clandestine operator to go about without arousing suspicion.

A bard at the core is an adventuresome sort with a smattering of skills, abilities and traits from several disciplines. Look at your bard’s ability scores, background and skills and imagine what performances they might enrapture audiences with. You can get a lot of roleplaying mileage out of what your bard’s talent expertise stems from.

Roles not rolls

As with any class in D&D, the best advice i can offer is to set mechanical concerns aside and instead focus on creating memorable characters. Unusual race, class and background combinations are just as viable as character built to take advantage of every stat and ability. What you’re giving up from category A only means you’ll be stronger at something in category B or C.

D&D gives players a chance to create the kind of game they want to play, using as many or as few of the rules as those gathered at the table wish. At the core, it is a group-centered game and your characters come to life as individuals working with others to achieve their goals, so what works in one group might not be optimal in another, and that’s something number crunchers might overlook.

freddie-mercury

Epic-level bard

More than anything else, bards rely on high Charisma for their primary abilities. Inspiration and spellcasting are both dependent on a bard’s force of personality that Charisma represents and even if all the other stats are low, a bard can still do pretty well with a high Charisma. Vicious Mockery as a cantrip never gets old; despite low damage, which is of the psychic variety and does scale with level, it doles out the ever-important disadvantage for the target’s next attack. The Performance skill is Charisma-based, as is the pool of Bardic Inspiriation dice.

If you imagine your bard as a daring warrior in addition to their charismatic persona, by all means the bard can hang in there with other warriors, or likewise providing cover fire from range. A bard more interested in lore and NOT getting into life-and-death battles can tap into more magical secrets or rely on skills more as an adventurer.

The bard is a great class that leverages complete mastery of a single pursuit for decent aptitude in several. With so many options, a bard can evolve in many different ways and come up with solutions to problems that surprise the bard player themselves as much as their companions and fellow players.

The next time you’re creating a character for your game, consider giving the bard a chance to perform. At their core, bards are charming, personable, confident, entertaining and inspiring. Their big personalities are as diverse as the focus of their skills and abilities. No matter what methods the bard employs, bards are going to be influential performers whose allies count themselves lucky to have them along.

Think about what role your bard will play in their group. Will they shy away from bloodshed, preferring to aid more aggressive companions to overcome perilous monsters? Will they use their talents to cover the party’s activities from enemy eyes? Perhaps your bard has little taste for dangerous journeys and adventures, instead building a career and reputation as a performer who has fell in with more adventuresome folk as protection from the threats the world poses.

Playing D&D with class: Artificer

Coming up with a great backstory, personality, motivations and goals goes a long way toward making memorable D&D characters. But when it comes down to the nuts and bolts of what you can do, it’s all about class. Consider it your character’s vocation, calling, profession or craft, a character’s class picks up where their backstory leaves off, giving them the skills and abilities they’ll use on their life of adventure.

Rather than analyze the mechanics of each class, extolling the benefits of one option and admonishing the suboptimal drawbacks of another, what you’ll find in this “Playing D&D with class” is the usual musings that accompany any topic and hopefully some insight into different ways to approach the various classes in D&D 5E.

As a longtime player and DM, i’ve never put much emphasis on mathematical optimization, and when it comes to making characters i’m a purist – multi-class characters have never appealed to me. Instead, it’s always been about the concept, the who of a character more than the what.

Blinding them with [magical] science!

The weekly Unearthed Arcana articles have for a while now been focused on releasing new character options in the form of archetypes for D&D 5E’s core classes. But this past week they took divergence from that and instead introduced a very popular class from previous D&D editions to 5E: the artificer!

techsmith

Originally a core class in 3.5’s Eberron campaign setting, the artificer is a caster class that focuses their magical prowess into invention and creation of magic-infused objects. An inventor and crafter, artificers bring a unique skillset to the array of class options that explores an aspect of D&D – the making of magical items – in a practical way for players. In various editions, crafting options are available but they require heavy investment of time and resources, usually resulting in characters forgoing more adventuresome character options in lieu of gaining skills needed to make their own magical items.

The artificer puts those abilities to use in the field, creating ad hoc items on the fly or by infusing their spells into temporary items to be employed by other party members.

There’s certainly no small number of folks with a distaste for artificers. The concept might not have a place in their campaign, or it might come across as too crunchy. For the former, like all the classes there are common perceptions of what each class is like that tend to become fixed in players’ minds and perhaps looking at things in a different way can overcome that. As to the former, like many new and alternate classes artificers include new systems for utilizing their abilities. It can be challenging to imagine a place for a noncore class in a setting.

But on the other hand, don’t all the classes have their own unique properties? Rage, ki, sorcerer points, maneuvers – without these individual systems and the options they allow players, what are any of the classes but vanilla warriors and wizards? When it comes to your group’s setting, perhaps the party’s artificer is the only one of his kind. The PCs are after all, extraordinary heroes. It’s not hard to imagine such a character with a very unique set of powers. That has huge potential for storytelling right there.

Choose your specialty

Like the rest of 5E’s classes, the presentation of the artificer is nicely streamlined. At its base is a reasonably tough caster with a nice mix of proficiencies including thieves’ tools, skills and saving throws plus some super useful adventuring abilities to detect and identify magic. The way they implemented magical item crafting – allowing you to choose from a list of magic items that the character has created in the same way casters get new spells – as early as 2nd level!

Even without the archetype abilities, the 5E artificer is a great chassis who will gain useful spellcasting ability, a nice selection of magical items, a capable construct and the ability to attune to more than the standard three magical items.

The specialty archetypes offer two very popular concepts for D&D players: alchemist and gunsmith. Both have a fairly reliable and definitely flavorful option that takes the place of casters’ combat cantrips.

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Alchemists gain a magical satchel right off the bat, filled with all the compounds, reagents and substances needed to throw together fire or acid bombs, speed potions and even healing potions – each for the cost of an action (bonus action in the case of speed potions). In essence, these are akin to the alchemist’s cantrips, but i do like that they tempered the healing potion with the restriction that a character can only drink one per long rest. (The alchemist can create many of them but characters can’t just chug them ad infinitum.) The fire and acid bombs have a nice progression of damage based on level as well, making them a useful go-to attack throughout the character’s career.

Gunsmiths are centered around their “thunder cannon,” essentially a magical sniper rifle. Like the alchemist’s satchel, gunsmiths get a magical ammo bag for making rounds. Over time, the thunder cannon gains several interesting ways to control the battlefield, but overall its a one-trick pony. Gunsmiths have a magical gun and use it to lay down damage and employ tactics from afar.

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Much of the mystery or mechanical questions the artificer presents are handwaved away, which speaks to the design of 5E being a streamlined version of D&D. Concerns about lead shot, black powder and chemicals are answered through the magical bags similar to a wizard’s spellbook. Likewise, the Wonderous Invention ability that provides tiered magical items at various level breaks is assumed to take place during downtime, without a bunch of clunky mechanics.

Looking for inspiration

Any sort of inventor, tinkerer, engineer or mechanic can provide a good starting point for imagining your artificer, who take a more scientific approach to magic. Unlike wizards, whose understanding of arcane forces translates into complex gestures, incantations and rituals to manifest that power through themselves, the artificer’s approach instead binds those energies into objects.

forge

Forge, from the X-Men lore, is an interesting role model. In fact his background as a medicine man who broke from traditions by incorporating technology into his responsibilities would lend itself to something like the outlander background. Perhaps your artificer has some training and aptitude for wilderness survival and knowledge.

Edward Elric from “Full Metal Alchemist” could spark your imagination. Maybe as a character quirk, your artificer feels compelled to offer items of similar value in exchange for the magical objects they create and the spells they infuse.

edward-elric

Certainly, artificers lend themselves to being smart and resourceful. It’s difficult to get away from imagining artificers that don’t have some sort of studious background – their abilities rely on Intelligence and there’s no intuitive way around that.

On the other hand, an alchemist could be a rustic sort whose knowledge of the natural world gives them the know-how to put together various useful substances on the fly. This sort of character could just as easily be a tribal herbalist as they could a university chemist.

Likewise, the gunsmith could be a military weapons developer, or maybe a field tester charged with experimenting with new technology who over time learns to master it themselves. They could be a noble, with access to strange new technologies, or a folk hero using their village’s legendary weapon.

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Your primitive intellect wouldn’t understand alloys, or compositions, or things with molecular structure…

Either archetype could be a person who has unusual knowledge but is otherwise a simpleton. Think of a character like Ash from the “Evil Dead” films. He was smart enough to make gunpowder and a mechanical hand for himself, but beyond that wasn’t too bright and certainly not very wise.

In my spelljammer game, one of the characters is a human fighter with the guild artisan background who took up the gunslinger archetype that Matt Mercer shared at the DM’s Guild. With the release of UA’s artificer playtest material, i would absolutely allow him to rebuild his. Matt Mercer’s gunslinger is definitely well thought out with some really cool abilities, but it has a very narrow focus on gun combat. As an artificer, my player could have the same fun time sniping enemies from afar but with lots of other options – including magic with the added benefit of spelljamming capability.

Roles not rolls

As with any class in D&D, the best advice i can offer is to set mechanical concerns aside and instead focus on creating memorable characters. Unusual race, class and background combinations are just as viable as character built to take advantage of every stat and ability. What you’re giving up from category A only means you’ll be stronger at something in category B or C.

D&D gives players a chance to create the kind of game they want to play, using as many or as few of the rules as those gathered at the table wish. At the core, it is a group-centered game and your characters come to life as individuals working with others to achieve their goals, so what works in one group might not be optimal in another, and that’s something number crunchers might overlook.

For the artificer class, high Intelligence and Constitution lend themselves to making smart tactical decisions to help the party and survivability in the thick of things to be wherever you’re needed. Both archetypes lean towards remaining at range, but don’t rule out heading to the front line and spreading around the magical inventions to support allies.

tinkerer

Your artificer might have no interest in fighting monsters at all, instead focusing their attention on supporting the rest of the party.  Besides, you’ve got a magical mechanical construct to do the fighting for you.

Outside of combat, artificers will prove their worth when confronted with any mechanical or crafted in nature. Beyond all the neat spell-infused items you can dole out to companions, at the end of the day the artificer is highly skilled with mundane crafting as well. There’s nothing stopping you from putting expertise with various tools to use making lots of useful stuff.

gunner

The next time you’re creating a character keep the artificer in mind. At their core, artificers are resourceful and creative, with unique and clever solutions to lots of different situations. Both archetypes are focusing primarily on combat, with the core abilities providing the wealth of other options.

It’s worth noting that there is some roleplaying hooks built right into the artificer class as well, suggesting that the curiosity that drives artificers lends itself to the development of intense rivalries amongst their kind, as well as motivation to explore and perform valuable field research. The class description prompts players to consider whether the character has a rival, and how and why they learned the ways of artifice.

Consider what role your artificer will play to their party and the world they adventure in. Will they share their amazing discoveries or keep the secret workings for themselves? Does their mechanical construct grow to become a trusted friend and ally, or simply a shell of metal and magic to be used like any other tool?  Like any character, your artificer arrives with their own tale to spin, as well as one that has yet to be cobbled together.