Artificer gods 5e stats reddit I'm trying to figure how I have to configure this attack yo use that bonus. Because there are only 3 of us we each rolled stats and we can pick which block to chose from. Languages Common and one other . fandom. If you REALLY need to multiclass war wizard 2 for that dope reaction and better initive that scales really well with artificer in general. 5e could have done something similar by making all or most Artificer spells castable exclusively as rituals, with an invocations-esque subsystem for building weapons and things. So once again, your DM is nerfing your artificer with his own homebrew rules. And the artificer has had no problems with it so far. ” You probably hold onto infusions for your own weapons instead of passing them around like the Artillerist, and thus you’ll do noticeably more damage. Human (or human looking race) artificer (basically the artificer from the game team fortress) Water genasi alchemist (mad scientist who tries weird toxins on his body) (water genasi are resistant to acid, might suit the vibe) Be it D&D 3. com Artificer( and artilerist especially). This page sums up the stats quite well I find and can be good if you want an idea of what each stat does. Most of the folks here are rightly concerned about needing a lot of high stats and I'll explain why. Its very mad but I like the flavour. I rolled stats and got: 17, 16, 11, 11, 10, 9 How should I apply my +2 and +1 and where should I put these stats? (aside from the obvious 18 in Intelligence) A place to discuss all things Bravely! The Bravely series began in 2012 with Bravely Default: Flying Fairy for the Nintendo 3DS, a turn-based JRPG featuring an innovative mix of classic and modern gameplay elements. A somatic-only spell can't, but you bypass that problem because as I wrote above, every Artificer spell has a material component. Five ASI/feats means up to 10 ASI points. 20 INT level 14 Articifer = 3d10 + 14 HP (average 30 hp per use) I feel that would scale nicely. Still, there's some synergy thanks to divine strike, and full caster progression. Just feels like a very solid class all-around. Alchemist is one of the weakest subclasses in 5e. Yeah. It seems like, with the low number of charges, you are being a plain artificer 99% of the time then twice each long rest you do a time thing then go back to being a plan artificer. Artificer Lv3: Bless, Cure Wounds Artificer Lv5: Aid, Spiritual Weapon Artificer Lv9: Remove Curse, Revivify Artificer Lv13: Death Ward, Banishment Artificer Lv17: Flame Strike, Greater Restoration. 7M subscribers in the DnD community. You will find egyptian gods, celtic gods, chinese gods, japanese gods, and others. Stat Array. We will be starting at level 6 and we get a free feat at level 1. The Artificer can't really say the same, especially as a half caster. It really depends on whether you're relying more on Thunder Gauntlets of Lightning Launchers. Then make Intelligence higher if Artificer is more important or Wisdom if Cleric is more important. The Alternate Artificer: Prepared Caster version Homebrewery Link; Google Drive Link. Members Online Variant humans may increase 2 stats by +1. Then it talks about the physical manifestation of a God, called Avatar. But I wanted to see if the general view of the importance of ability scores may differ than the view for each individual class. IMO, Armorer is the second weakest artificer, and is quite weak in general compared to non-Artificer options because of its terrible damage output and fairly significant limitations. Expand user menu Open settings menu. But those are one and done during rests, not something. . Battle Smith/Artillerist are both around the same power mechanically. The base class gives literally zero combat benefit until level 20 and shoving all the power in the subclasses tend to make play really wo You really need to pick a subclass and a theme before you try to optimize. Artificer is one of the most balanced classes in the game, IMO! Whether you’re looking at artificer vs other classes, artificer subclasses vs each other (except maybe alchemist lol), or even individual artificer levels across the 1-20 board. This one works great for a Variant Human. Senses passive Perception 13 . First I will quickly list what each model has to offer: Guardian: Simple melee weapon that deals 1d8 + Mod thunder damage on hit that causes the creature to have disadvantage on attack rolls against targets other than you (for a round). Have you thought rather than adding additional d10's at more levels, just including a flat [xd10 + your Artificer Level] Example being a 16 INT Level 6 Artificer with a Draught of Healing Gnosis Potion would have 3 uses at 1d8+6. The majority of us are newcomers to DnD so we are trying to keep things as vanilla as possible. The thing is the dwemer were atheists, and because of that there's no gods that would fit along that line. Challenge 2 (450 XP) . I have similar issues with their dismissal of the Guardian's tanking ability, when tanking in 5e is more about applying debuffs through marks than just having a Think like an Artificer: use control tools and supplement that with meaningful damage here and there. - A High Elf Artificer (Me) - A Owlin [homebrew variant] Rouge, who doesn't really- play apart in the current problem - And a Tiefling[also homebrewed variant] Wizard, who I will call A Due to the high level of this campaign, we are starting to get access to items that can- greatly improve our stats, and abilities. Laserllama’s Artificer Specialties & Infusions - Google Drive. PDF links: Laserllama’s Artificer Specialties & Infusions - GM Binder. Playing as an altmer who is essentially seduced by the history and mythology surrounding the dwarves. See full list on forgottenrealms. Title says it all. My Artificer is a Warforged with the following stats at lvl 1: Strength-15 Dexterity-12 Constitution-19 Intelligence-18 Wisdom-10 Charisma 7 I love time stuff. Super cool concept. Fun and smart additions to the game, the friendly… then let it in 14 and find different wways to reward creativity, because artificer specialize in having A LOT of options to choose from even if they arent the best: rerolling initiative its both thematically good for a watch and mechanically good for an artificer, has they like to go first. It's the current zeitgeist but in several official editions it's been done, and even the 5e stats for Tiamat have been officially described as Tiamat's actual stats, not those of her avatar or in any weakened state. Get heavy armor, go strength, fight with a shield and a returning spear / hand axe. - I'd be using a PHB Musket (1d12) and the Repeating Shot Infusion to ignore loading and ammo. I'm building a warforged artificer in a campaign set to begin soon, I've wanted to a play artificer for a while, and was wondering what l cool things I can do with it. Honestly you're kind of shooting yourself in the foot here by multiclassing. 3. Log In / Sign Up Rushing 2nd level spells: Vhuman @ Healer at Artificer 1. 5 game recently, and it was pretty cool. Let’s boost Intelligence and Constitution to tough out the bullies and become an amazing military leader. Artificer is one of the few classes I strongly advise against multiclassing out of. too much of Bladesinger's strengths are wrapped up in Wizard levels, and if you do point-buy then you can get perfectly fine stats to make a monoclass Bladesinger with (16+ DEX/14+ CON/16+ INT). Personally for my armorer I took 2 levels of wizard for war wizard and the shield spell. And that's just with the Lightning Launcher. A community all about Baldur's Gate III, the role-playing video game by Larian Studios. Booming blade and thunder gauntlets is really all that you need. Level Artificer to 5 for your second subclass feature and 2nd level spells, then level Rogue to 3 for the Thief subclass, then continue in Alchemist for the rest of the game. Multiclass is allowed with the exception of wizard for lore reasons. Mar 10, 2019 ยท Bringing a unique steampunk element to the realm of DnD, the Artificer was the first class introduced to 5e through Unearthed Arcana. You’ll have fun. My initial build is Artillerist 3/Ghost Slayer the rest of the way. Baldur's Gate III is based on a modified version of the Dungeons & Dragons 5th edition (D&D 5e) tabletop RPG ruleset. The only reason I'm actually making an Alchemist is because I was inspired while fucking around on HeroForge. Mountain Dwarf gets as far as 9 16 8 13 14 16 with point-buy, so with everything on, with three magic items that's 21 20 19 19 16 20 at level 20, since Definitely Cha, then. Be primarily a Warlock that gets buffed with Artificer tech or be primarily and Artificer that leverages Warlock's goodies. Warlocks do martial levels of damage with EB+AB, so that's covered. Totally respect going straight artificer. If the former, Mobile and Sentinel are great. You're going to want to prioritize getting a better INT score sooner than later. Choose if you want to be scrawny, naive, or socially inept. a team of 4 lvl 5 PCs should be able to take on an NPC built as as a lvl 7-13 PC (fepending on the class). You need to decide what is more important, Cleric or Artificer. So, as cool as mechanical arm is, I'd say perhaps reflavor some of the usual Monk subclass abilities, like Four Elements or Sun Soul as mechanical stuff, instead of going for a really bad MC. If you stay inside the armor while it is unusable you find yourself incapacited but your AC remains the same as the armor, not counting the shield. It gets you shield and healing word on your spell list and favored by the gods for even more, "no, I won't fail this save", goodness. Aaah, the good old day of Thac0 You're going to need all round good stats. The Artificer doesn't need a magic weapon to conveniently show up. as well, Bladesinger doesn't benefit of the most significant parts of Artificer - that is, Bladesingers never bother wearing armor or Here are links for both versions of the Revised Artificer: The Artificer: Known Caster version Homebrewery Link; Google Drive Link. I tryed to reference the Artificer Id, but I'm not being sucessful. I am joining a new campaign, starting at level 2, and I'm planning on running a battle smith artificer (Goblin, using the Tasha style rules of moving around ability score increases). Be it D&D 3. Stats were rolled and I've ended up with STR 11, DEX 13, CON 14, INT 16, WIS 14, CHA 14. Any help is appreciated! And it has an infusion or two that can bolster an ally. When it comes to mid-combat adaptability, just be aware of your limitations: it costs 2 actions to switch Eldritch Cannon types (1 action to destroy, 1 action to create). A relatively recent class heavily associated with the popular Eberron setting, the Artificer introduces a class with unique features, combining elements of the Rogue and the Wizard, with an emphasis on the relatively underdeveloped crafting mechanics. The fact that most “spells” take 10 minutes to cast and only target equipment was neat. I a freelance/self-published game designer working with a team of similar credentials, and we’ve decided we want to write a book about gods for 5e. So far I rolled the following stats : 16, 15, 15, 12, 11, 8. Tool Proficiency About to start a short campaign arc where I will be playing a dwarf artificer. I probably missed something so please tell me what I missed in the comments, but combining all the bonuses so far gives +57+3d4+1d10+2d12. Every level-up feels really good, and you’re always I managed to roll really well on a couple of my stats for the character and managed to get my INT to 20 by lvl 4. Artificer Specialties. But the artificer can do it all fairly well. Feats to consider: If you only compare artificer to other classes along one axis, it will look underpowered. The artillerist has two items infused with magical properties: its chain shirt which provides a +1 bonus to its armor class (included), and its spellcasting focus which provides a +1 bonus to its spell attack rolls (included). Skills Arcana +5, Perception +3 . I'm setting up my next D&D 5e campaign on foundry. 5e, 4e, 5e, Pathfinder, or some other game system entirely this is the place for anything relating to the Eberron campaign setting. I even bet there's a med-int artificer build in here, depending on the spell selection they go with. The cleric can be a support class but better, and also can hold their own with an impressive array of spells. pretty much. is much better monoclasses. The hardest part about artificer is that it has so many moving parts and options to choose, it can be hard to decide. The attacks of the Steel Defender are modified by the Artificer Spell Bonus. You'll need a tank, since a party of 2 only has 40-50% as much HP as a party of 4-5. Trying to play both classes at once will run into action economy issues and "non-bos" where features sadly don't work due to their highly class specific wording. And next to that we rule attunement to be equal to proficiency bonus (just doesn't make sense to us that a lvl 20 near godly powerful PC can still only attune to the A 1 level dip into divine soul sorcerer is quite good (especially with your stats). Steve is very much an all-rounder, so we’ll be using Point Buy, which gives us 27 points to put in our stats, that start at 8 as a don't use PC classes for enemy statblocks but if you do:an artificer villain could astral plane bomb the PCs to split them up, this uses up all infusions a lvl 2 artificer would have at once, but it doesn't cut into other resources they have. Also, if one of you fails a Wis save and gets locked out of combat, you'll be losing 50% of your team rather than jus It's friendly to you and your companions, and it obeys your commands. Did you do roll or point buy, because I would change the stats a bit if it was point buy in order to go perhaps a cleric over artificer as at level 1 you get a subclass type and get all the cleric spells + the armor. Now he can get a level 3, 4, or 5 spell cast by the defender which only requires the artificer's bonus action, and doesn't use the artificer's concentration. Alchemist gets an extremely bad rap mostly because Experimental Elixir is a highly underwhelming ability compared to the other options that other artificer subclasses get. A subreddit for D&D 5e and One D&D homebrew. I got the opportunity to play in a 20th level one shot, and I decided to go with a warforged armorer artificer. Oh, and we haven't even talked about Infusing the Lightning Launcher. If it's too late to take it back I would suggest getting to level 5 artificer as fast as possible. 281K subscribers in the UnearthedArcana community. There are other good items that have triggers requiring an action that the artificer can activate using his bonus action (by commanding the steel defender to do). - My level 1 feat would be Sharp Shooter. Artificer 5/cleric X is a super MAD build concept that doesn't seem to have much going for it. DND 5e Artificer Hi all, So I'm currently playing a level 4 Battle Smith Artificer, and our DM has given us an option to change our characters at this stage if we want, and I was just wondering what people's opinions are regarding the Artificer, specifically the Battle smith. 26K subscribers in the Eberron community. You must otherwise obey all the restrictions for selecting any such spells, and they become artificer spells for you. It's why I chose to play alchemist from 1-12, to see if it was even possible to make Alchemists ok. Finally, let’s grab Acrobatics as a skill. So what God would fit a historian essentially? Soo, I've decided to build a Rock Gnome chronomancer PC using this combination! Still deciding if going 18 wiz/2 art or 19/1, the argument for a second artificer level being infusions, which combined with the rock gnome racial trait would make for amazing RP stuff! ๐ Anyway, here I am asking for your opinion on the matter, plus for cool ideas about how to flavor non chronurgy spells into 5th Edition Hey guys so I'm fairly new to spell casters and started with artificer went artillerist because the cannons sound fun but im about to hit level 4 and am unsure of what feat to take as I already have a 20 in my intelligence I like to stay back and blast with my spells but am able to get in thick The plates grant temporary hit points equal to 3 times your artificer level + your intelligence modifier. By RAW any infusion you make is exactly the same as any other magic item by stats, the only difference is that it is artificer themed. Or alternatively use the weapon bonuses plus arcane weapon and take booming or green flame blade to add extra dice. A level 5 fighter or level 5 artificer is going to be around twice as strong as a level 2/level 3 split. Battle Smith is a good “gish. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. I'm going to be playing a hexblood artilerist artificer, reflavored into a witch, in dragon of icespire peak and eventually tomb of annihilation. The third pick wasn't worth mentioning. I have a decent idea of what I want to build, but I thought I would recruit the help of you guys to make the perfect killing machine. An infused item can be used as focus. If you’re going Vhuman, and starting sharpshooter, you can lean on the artificer spells that grant advantage to the whole party like faerie fire and web. For spells, most of the good Artificer spells are in combat ones, like Grease, Heat Metal, Absorb Elements, Web, Faerie Fire, etc. com with the 3d mini models and I came across a plague mask. Take the Tavern Brawler feat as early as you can in Artificer, unless your Int/Dex need ASIs ASAP. Gather your party and venture forth! But Artificer needs INT, and multiclassing into and out of a class requires a 13 in their main stats; so 13 DEX & 13 WIS for Monk, and INT 13 for Artificer. It is rough but if you go DeX based and use the ridiculous crossbow enchantment then it can be made up for. There's not a lot of situations where I think there's a tangible benefit to it because their high level abilities are incredibly powerful and also make them a lot more fun to play. I haven't rolled for stats yet but I'm planning on putting my good rolls into intelligence and constitution, I want to pick the armor subclass and then guardian "role". Gather your party and venture forth! This would delay my attack progression but would give me +1 AC, plus all the bonuses of leveling the god stat itself: Dexterity Variant human (14, 10, 14, 16, 12, 8), taking Heavy Armor Master at level 1 and increasing Strength by 2 at level 4. Starting at level 4, I went Artificer 1/Cleric 1/Artificer 2, 3 This lets you start with Con Save Proficiency, which is pretty important when it comes to keeping your Concentration up, and Synergizes really well with the War Caster suggestion that has been given elsewhere in this thread. If it’s just an RP thing, stick to Wizard, but know that you can easily dip one level of Artificer to gain: Cure Wounds 4 other Artificer spells One thing a homunculas can do if you allow it to stay at a libary and do research on history subjects or other gods, you for religion checks or history checks that they fail you could allow the hommunculas ask the clerk on that book and telepathically communicate that infomation to the player Get app Get the Reddit app Log In Log in to Reddit. BG3 is the third main game in the Baldur's Gate series. That being said, there are definitely a lot of feats that could be useful. I remember an old 2nd edition book that had the stats of the avatar for many of the Gods of old like the Greek, Norse, Egyptian, Celtic. Indeed, the 3e Deities and Demigods you're basing all of I don’t plan on multiclassing as my stats other than Intelligence aren’t high enough to multiclass (20 INT, 16 DEX, 12 CON, 12 CHA, 11 WIS, 10 STR) and it doesn’t fit the character anyways. Artificer subclasses aren't like fighter subclasses, which just give the fighter different techniques to use for the goal of "kill monsters and don't die". You'll push back your level 15 stuff which hurts a bit, but some decent magic items (or of you're not going that far) really is fine. If the temporary hit points reach 0, the armor "turns off" and becomes inoperable. Thanks for all of the feedback! The complete changelog can be found in the documents, but the things to look out for include: I've seen it discussed that Dexterity is the god stat of 5e and Intelligence is the dump stat from here, GiantitP, D&D Beyond, many class optimization guides, etc. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One… As the title says. Good job on the redesign, probably the most sensible artificer change I've seen so far, but I do think a couple changes need to be made. You must otherwise obey all the restrictions for selecting the spell, and it becomes an artificer spell for you. He left college as an apprentice and has been traveling ever since. 10 17 15 13 12 8 - 10 17 17 14 12 8 after racials. See its game statistics in the Mechanical Arbiter stat block, which uses your proficiency bonus (PB) in several places. Active for the Artificer to give much attention to. A somatic+material spell can be cast with both hands full as long as one of these hands wield a spellcasting focus. Beyond those two stats Constitution is always good, but you can effectively dump the other 3 stats as an Artificer. As for Feats there's a few obvious ideas: Maybe a stupid question, but can't you just take 4 more levels of Artificer? Otherwise Rogue, because level 6 without extra attack hurts. Fun and smart additions to the game, the friendly Discord of Many Things, and thousands of past submissions to search. Look at the options for each class and decide how far you want to go for a particular spell or feature. One of the PCs is a BattleSmith Artificer, who has a Steel Defender companion. Or adjust accordingly for your race. The human kingdom in my world has restricted all magic use to only be done by the clerics and paladins of their specific god. If you run INT up to 20 by L8 this will boost your save DC as well as attack roll. the siren song of Battle Smith 3 is tempting, but I wouldn't do it. I'd buy it. It introduces the concepts of demogod, lesser god, intermediate god and greater god. Artificer 3 -> Wizard 3 -> Artificer -> 17 Stat priority: INT > CON > DEX/WIS Starting stats I'd aim for something similar to 8,14,15,15,10,8 (pre-racial). You find what you are looking for; Greek Gods. The artificer MUST use a material component for every spell cast. There's no way I can cover all the good ideas for upgrades, especially with something like the Alchemist or Gadgeteer where realistically I could Artificer skills are going to be seen as boons given to him by his god (magic weapons and armor, flame turret reflavored as fire breath and so on). Aeronaut. Get app Get the Reddit app Log In Log in to Reddit. For a rundown of my stats 16 STR, 10 DEX, 12 CON, 20 INT, 13 WIS, 9 CHA The plan is Artificer 14/Fighter 6 with 8 Str, 8 Con and 13 Int, gunning for Belt of Hill Giant Strength, Amulet of Health and Headband of Intelligence. I don’t want to argue with him, just trying to understand his ruling within RAW. Apart from that, if Vuman is allowed Fighter gets Archery FS, so you can do CBE+Sharpshooter with a weapon accuracy boost. The paladin leads the Holy Orders of the Kingdom of Doren, blessed by the god of Justice Soin'roth accompained by the Fifhter and the Dwarves in their ancient golem-like machines while the elves and the sorcerer tap into chaotic arcane powers stored in the heart of the domain of a powerfull Archfey of the Feywild to empower the sword and 5th Edition supplements, ARCADIA digital magazine for 5th edition GMs and players, and other MCDM projects, and TRPG advice —————————————————— Need assistance with your MCDM store order or your Kickstarter pledge/preorder? Are you a support Artificer, who makes three Cloaks of the Manta Ray so the Cleric, Rogue, and Paladin can sneak into the enemy base amphibiously? Or do you play the Offensive Artificer, who uses all the magical items to augment their own abilities (the Artificer being the only class capable of attuning to more than 3 items that require it). There usually another class that, when optimized, can do that one thing better. Either the Artificer or Druid from before can cast Guidance on you for +d4. It's a way to convert the Artificer to 5e be assigning power to Artificing via upgrades, and providing a big template for the general areas of focus (Weapon, Armor, Gadgets, Golem, Wands, Potions). Action Surge is strong, but honestly Artificer doesn't have the tools to really abuse it the way full casters or other nova classes can. A Battlesmith Artificer requires a reasonably high INT to gain any benefit from the making attacks with weapons using your INT (Battle Ready subclass feature). Artificer is neat, and I personally support multiclassing, most of the time, but I'm uncertain if this one, and splitting among two caster classes, with different casting stats, is really a good idea? I'm not even strictly sure Artificer is actually a great idea for any other caster. They define an artificer's role in the party in a very substantial way. i rolled incredibly low stats (3 stats at a 14) and was useless in actual play other than being another bag of hit points and providing non-rolling utility solutions. Artificer Lv3: Bless, Bane Artificer Lv5: Prayer of Healing, Spiritual Weapon Artificer Lv9: Remove Curse, Bestow Curse Artificer Lv13: Death Ward, Banishment Artificer Lv17: Flame Strike, Holy Weapon. I can see a lot of fighter 1, Artificer X builds. Tool Proficiency I built an artificer for a 3. 5e, 4e, 5e, Pathfinder, or some other game system entirely this is the place for anything… 5th Edition So, I played the Unearthed Arcana Artificer once before as the gunsmith variant for White Plume Mountain. It also had the stats of the Arthurian Knight (King Arthur, Lancelot, Merlin, ect. Both are quite good in T1-T2. Infusions. The passive bonuses like Fighting Style are very helpful, though, since Artificer is already excellent at stacking passive modifiers and generally will spend rounds either dealing or taking attacks. However, I am not thrilled about subclasses in general that barely get use. So limiting to not in combat spells at level 1 is basically Longstrider, Detect Magic, Disguise, and Alarm, all of which you can get on other spellcasters. Fun and smart additions to the game, the friendly… I love the Artificer, and I think it has been a great addition to 5e, and I couldn’t help but make some wacky / out-there subclasses for the arcane inventor. Stats are (before modifiers) 17 15 13 12 10 8. Does anyone know how to play artificer well without just boosting to god level AC? If it helps, I can’t really give anyone magic items, because the barbarian has the sunblade, the fighter has the spear, and the cleric has the holy symbol (druid doesn’t have anything but he likes polymorphing himself so it’s kind of pointless). Also artificer doesn't even get a specific type until 3 so you do not gain any advantage from all that. Gather your party and venture forth! Consider also what an Artificer can actually give a Barbarian. 272K subscribers in the UnearthedArcana community. You can perhaps tell servants and Familiar's to hide in players bags or bags of holdings after they deliver whatever to keep them aoe safe, Truly, the saddest part about all of this, is that even with all of the above tactics, you're still not as effective as the other artificer Saving Throws Con +3, Int +5 . Now I am faced with the decision of what feat/score increase to take next. Compare this to Chronurgy Mage. Artificer with resources and downtime stupidly increases the effectiveness of the party. I'd like help in designing an artificer with the following specs: - The core of the build would be a Battle Smith Artificer - My race is going to be modified with Tasha's rules so that it will have +2 Int. good infusions tho, i really like them! My group has agreed on using only official 5e materials. First off, your stats are insanely high and you've boosted a bunch of stats that aren't really much help to you. Get web or grease for a concentration effect and your foot to go. you could probably pin an artificer villain at Absolutely. Without a high INT, you'd just lose out on A lesser god's avatars tend to start at CR 8 and go upwards of CR 11 or so according to Rime of the Frostmaiden, an intermediate god would then likely have a simple avatar comparable to a CR 14-15 creature (perhaps use the Planetar as an example) while a Greater God would have a basic avatar comparable to a Solar or Empyrean. First off the whole "you shouldn't stat gods" thing is a bunch of hooey. ) The Forgotten Realms setting also had the stats for they Gods, all lvl 40. Mostly around how to balance the stats. It was "okay" but I felt it was missing something. anjz jsc nlnp ysnkct fhym rqys xhqnf hbpzq ungzm hxcdbbx