You can help D&D Wiki by finishing and/or adding flavor to this page. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken. First and foremost let me recommend the build guides for all classes on the WOTC forums found in the Character Optimization boards and. The artificer is a playable character class in the Dungeons & Dragons (D&D) fantasy role-playing game. This fictional class of characters first appeared in the

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The way I imagine this is a tanky sort of artificer, who makes the area near him either suck for enemies to be in or awesome for allies to be in. All material is good, no houserules yet, anyway, game is still very much in planning stages. Conceptually, though, this sounds like exactly what I want.

I doubt these are the only ways to make this idea. First and foremost let me recommend the build guides for all classes on the WOTC forums found in the Character Optimization boards and collected in one thread. Artificers only start with leather armor proficiency, no shield proficiency and 1 less surge granted by the class than all other leader classes.

You’re already behind for the role of leader, now just imagine how that stacks up against actual defenders.

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Artificer – Class – D&D Tools

Most artificer healing powers target allies only aka everyone but you so you’ll be hard pressed to heal yourself when you take hits as a result of trying to be a defender. If you are dead-set on becoming an artificer with a defender secondary role however I would highly recommend focusing on summons over any sort of hybridization. Hybridization only really works in a few well known combos with very, specific goals usually to combine two powers or class features and in general hybridization is a trap so I would avoid the Artificer Swordmage hybrid you mentioned.

You are correct that summons will take up actions but summons can usually be used to gain flanking for you and for allies and they can get into the think of melee without you exposing yourself.

Even better yet if you manage to get summoned creatures usually mechanically flavored for your class with instinctual actions they can act on your turn without you spending an action to 4s them. Focusing on a melee, STR based build will allow you to choose powers that buff allies, grant attacks, all the while getting into the think of things yourself.

The feat investment to get a heavy shield is easy and its only a little bit dbd to get up to Plate and it will have synergy with your stats. Warpriests start out with chainmail and heavy shields and the exact same HP and surge values.

Depending upon your domain choice you have a lot of versatility in building toward damage or building toward healing. This again can be improved via feats. Again an MC feat into fighter is a solid way to go. Regardless of your class choice, the best way to get defender features is by Character Themes.

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Artificer (4e Class)

Artificer with a Defender-y bent Ask Question. KRyan k 28 You might need to further define your requirements. In general though, an artificer is a terrible leader to try to add some defender too versus say a artifficer who’s meant precisely for that kind of thing. Qrtificer That could be a valid answer, per challenging the question. Artificer’s make poor defenders You should really just play a Warlord or a Warpriest. Joshua Aslan Smith Don’t play a runepriest.

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