So couple of things: · upcast tiny servants to level 4 so that you can have 3 of them. Use magic stone 🪨 and give it to all 3. Every other round you are doing 3d6+15 dmg if all 3 hit on your bonus action! They are tiny so your DM might let you put them on your homonculus and now they can fly like a turret. · for the last 3 asi id to with resilient wisdom, crossbow expert and +2 Dex. Alternatively you could just add 1d6+15 to your attacks every round and save a 4th level slot. ·implor your DM to use xanathar's tools guide · this allows you to add your profiency with a given tool to a check, which is double cuz of artificer 6. If you have proficiency in said skill already you then roll with advantage! · ask your DM to schedule in down time and to allow you to craft magic items (artificer level 10 feature). Your char can be really strong if your DM works with you. These are all RAW but needs your DM to play ball.
For the early levels, get magic stone cantrip in level 2 (artificer 1) and enhaced weapon at level 3. With that you can throw your magic stone by a sling with a int+PB+2+1, in that case, +9 for 1d6+4 of damage. Artificer is very weak at low levels, so get everything you can to be efective
Thank you for this guide! I've been waffling over my choices for days and this really helped me pare down some options. I am trying to run an Infiltrator Artificer who *can't* take his armor off. It's a sentient magic belt that attached itself to him, and deploys armor to protect him, whether or not he wants it to, like an airbag. Kind of mixing The Man in the Iron Mask with Venom with a sprinkle of Upgrade. Oh also! You asked for instances of Magical Tinkering coming in handy. It's *certainly* a niche thing, but in a one-shot I successfully tricked a "friendly" NPC (whom I suspected of ulterior motives) by putting my "white noise machine" in the room I wanted him to think I was sleeping in. I was hiding in the second room I rented across the hall. When he broke in, I Arcane Locked the door behind him, and woke up the rest of the party to help me decide what to do with him. Normally it's just roleplaying fluff, but that was a usage I was particularly proud of.
Thunderbolt strike with Tempest Cleric is an interesting combo with the lightning damage. 6 levels...might be something in it I dunno! 10' push twice a round might combo with the party in some way.
The main thing i dislike about Artificer is that there is a disconnect between them supposedly being master tool users and then being pigeonholed into using single tools that frankly can’t be relavored without a LOT of suspension of disbelief. They should of given you all tool proficiencies, dropped Right Tool for the Job, and given you more leniency in using any particular tool for your crafts. And let you start with any tool, not stupid thieves tools. Like, what even were they thinking?