Stupificer (5e Optimized Character Build)
The Stupificer[edit]
Why min/max when you can just max?
This is a build I created for a level 20 epic game, it uses the artificers ability to create magic items to ensure you get (most) of the items to make this build work. At level 20 and with a few other items, you end up with an AC of 25 and double digit saves for everything except CHA (which is one of the least needed saves), you'll also have a decent HP pool of around 200 with several options to give extra temp HP. The main downside of this build is it takes a while to come online; you will be pretty suboptimal until you are able to replicate the required magic items at level 6, 10 and 14; a nice DM might allow you to circumvent this by giving your some of the items as real magic items earlier on in the game In which case you can use your infusions to create items for other party members and this leans even further into the support character role you'll typically play as an artificer.
Level 1[edit]
This is a pure 1-20 artificer build, but with a bit of a twist: we dump int. I picked warforged for my race; but any race that allows you to have a +1 DEX (ideal) or WIS (makes it harder early game) mod and a +2 CON mod will work. We then point buy:
STR: 8, DEX: 14 (15), CON: 15 (17), INT: 8, WIS: 15, CHA: 10
Proficiencies I picked up were Perception, Investigation and Smith's Tools from my class, Intimidation & alchemists supplies from my race, Medicine, Slight of Hand, Cobblers Tools and Leather workers Tools from my (custom) background. I'm not sure these are completely optimal and some were chosen for flavour so you could choose different ones if it makes sense for you; Insight or Acrobatics would make better use of the starting stats than investigation for example.
Starting equipment; pick some good armour but don't worry too much as we want to replace it with half plate as soon as possible and a ranged weapon, firearm if your DM allows it, crossbow otherwise. A quarter staff could round out your equipment but you'll hopefully not use it and a shield would be useful if your DM will allow you to swap it for your other weapon choice but it's not required at level 1.
For spells, aim for things which don't require attack rolls or give saves; these will typically be utility spells or support spells such as buffs and healing. Your main roll in combat will be a ranged character using your crossbow or guns and to provide support to other party members.
Level 2[edit]
At level 2 you get your first infusions; your choices are fairly limited at this stage and while you can take 4 options, only 2 can be active at once. The final build I created uses Enhanced Defence and Homunculus servant as the 2 level 2 options; however taking replicate magic item for a bag of holding wouldn't be a bad call either - you can replace it later on. The enhanced defence will eventually be used on a shield, but if you don't have one yet put it on your armour. The homunculus servant will be useful in your support role as it can deliver the touch required for your healing spells while keeping you away from the front line.
Level 3[edit]
At level 3 we get to choose our sub class, the choice here is Armourer and the Guardian armour subtype. One of the reasons for picking this is that the arcane armour will eventually give you more wearable targets for your infusions but it also gives us some temp HP (allows reserving our healing spells for allies) and the thunder gauntlets are a nice melee weapon as well. It also doubles as a spell focus, so you can cast spells without dropping your melee weapon or shield first.
You can pick proficiency with another tool type as well, I chose carpenters tools but depending on what you picked at level 1 you may choose something different (or be forced to pick up smiths tools if you don't already have it)
A final nice bonus at level 3 is getting magic missile as an always prepared spell. Given that it fits our requirement for no attack roll, no save; it's a spell you'll get a lot of use from.
Level 4[edit]
Our first ASI/feat. I'm going to list all the feats/ASIs this build uses as the order isn't super important pick the one which you think will hold you in best stead for your current situation.
- Medium Armour master. Allows wearing better armour without stealth penalty and gives +1 AC from our DEX mod when it gets there. Was my first choice at level 4; but is less valuable if you've not got an armour (half plate) which imposes disadvantage on stealth yet. Probably the weakest choice in the build, so if you fancy taking Warcaster instead, that's an option
- Shield master. Allows adding shield's AC to some DEX saves, which given we'll have at least 3 AC from our shield (enhanced defence infusion) is a nice bonus. Using a reaction to prevent all damage when you save is really useful as well and might mean you're the last party member standing after an AoE attack and can fix everyone else up.
- Resilient (Dex). Pairs nicely with Shield master to increase the number of times you save with additional modifier to your DEX save and a +1 to DEX to get you to a +3 bonus overall.
- CON +3. Max out CON to give us a good save on concentration checks and for the bonus HP.
- WIS +1. Least important, but pairs with the 3rd con bonus. If your starting stat bonuses added to WIS instead of DEX; you would take DEX here instead.
One thing to note about the feats, is that each one pairs up with another of the 3 for maximum effect eg medium armour master needs the Resilient (DEX) to get the full AC bonus, Resilient (DEX) is significantly more effective when you can use your shield to avoid all damage.
Level 5 & 6[edit]
Level 5 gives an extra attack but not much else.
Level 6 is more interesting as we get 2 additional known infusions and 1 extra active and while we can't take the build critical ones yet we can get some nice support options. Pick two from these 4:
- Enhanced Weapon. Give +1 to your crossbow, though you might already have a supply of +1 ammunition by now.
- Enhanced Spell focus. Gives +1 to spell attacks. Not super useful as you shouldn't be making many right now.
- Mind sharpener. Useful if you are using a lot of concentration spells and keep losing it.
- Spell refuelling ring. Bonus level 3 spell slot; what's not to like?
Level 7, 8 & 9[edit]
Nothing to choose at level 7, for the ASI at level 8 see the options from level 4.
Level 9 is interesting as you can now apply an infusion to each part of your armour separately as well as having 2 additional infusions. I'd put the enhanced spell focus on the armour and mind sharpener on the helmet, if you have those infusions. (You should know 6 and be able to activate 5 at once now)
Level 10[edit]
Level 10 is where we stop being a stupificer. Two additional infusions can be taken; the options to choose are replicate magic item: headband of intellect and replicate magic item: winged boots.
The enhanced weapon, armour and spell focus infusions also give +2 now and you should defiantly have the spell focus infusion active on your armour. You'll now have a spell attack bonus of +4 from the headband and and additional +2 from the enhanced spell focus.
The build suddenly comes online; you can throw spells as well as most wizards while flying over the battlefield, you may want to revise your spell list to add a couple of damage dealing cantrips and other area control spells which previously would have had laughably easy save DCs.
Level 11, 12 & 13[edit]
Level 11 gets you a spell storing item and with your new +4 INT mod, it gives you the equivalent of 8 additional level 2 spell slots. You can only choose one spell though. Level 2 Cure wounds or Magic missile are both good options as are Aid, Shatter and Thunder wave. They are cast with your spell abilities so feel free to hand it off to the party barbarian to give them some range for early on in combat or healing when they need it.
Level 12 is the next ASI, again see level 4; I'd personally want to have all the feats by this point, but it is a matter of preference.
Level 13 gives no additional abilities
Level 14[edit]
The last level which really adds a crucial component to the build; our last crucial infusion: Replicate magic item: Belt of hill giant strength This gives us a STR of 21 and a +5 to our attack bonus, this really is the icing on the cake as you should already be doing decent damage with ranged weapons and spells but it's good to be able to punch things. You may want to move your enhanced weapon to the thunder gauntlets as it's the only way to enhance them; +2 or +3 ammunition for your ranged weapons should be obtainable by now so having the extra punch is probably a better option.
Level 15, 16, 17, 18 & 19[edit]
There isn't much to call out at these next levels; perfected armour at level 15 allows you to drag an enemy into range and punch them, or just off a cliff if you are flying with your winged boots. Level 16 and 19 round out your ASI's with maxing CON and additional WIS. You get additional attunements and infusions at level 18 but the build already has what it needs - I used these for a ring and cloak of protection +1 (If your DM is really nice they might give you a +2 or +3 version though these aren't RAW)
Level 20[edit]
We get the final ability at level 20 and it's a goodun. Soul of Artifice gives you +1 to all saves for each attuned item, which if you've follow this build should be 6. (Belt of hill giant strength, Headband of Intellect, Cloak of protection, Ring of protection, Winged boots, Spell focus)
Your Infusions should be:
- Enhanced Defence on your shield
- Mind sharpener on your helmet (Can be swapped for another free choice if you don't have many concentration spells)
- Enhanced Spell Focus on your armour
- Enhanced Weapon on your thunder gauntlets
- Replicate Magic item: winged boots on your boots
- Replicate magic item: belt of hill giant strength on a belt
- Replicate magic item: headband of intellect on a headband
- 1 Free choice infusion (I chose homunculus Servant, however spell refuelling ring is a good option; replicate magic item on something to give to another party member is possible or to replicate a bag of holding or a ring/cloak of protection if you were unable to pick both up)
Assuming you did get the ring & cloak; your stats are now:
STR: 21, DEX: 16, CON: 20, INT:19, WIS: 16, CHA: 10, HP: 203, AC: 25
And Saves:
STR +13, DEX: +17 (+21 if directly targeted), CON: +19 (+4 auto pass concentration checks), INT: +18, WIS: +11, CHA: +8
The saves are really quite good in this build; I found that I was passing about half of the saves needed without even needing to roll. Even harder saves like dragon's breath weapons have a ~65% chance of success and on success you take 0 damage if the save is a DEX save.
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