Sticking with the character creation theme, for now, race has not been mentioned yet and may be worth discussing if you have not already decided 100%.
Aesthetically: Variant Human, and the feat helps
Stat Min-max: Gnome or High Elf unless you use the Tasha's rules
Mechanically: Winged Tiefling to achieve flight with the Medium Armor mentioned earlier
Then on to spell selection, I guess. I, personally, no matter what theme, go with Cure Wounds > Rituals > Utility. I feel like the subclass-provided spells are more likely to be used, so the rest is up to how you flavor them and personal preference.
Though if you have played Paladin and Fighter, the Guardian model will most likely be a familiar playstyle, but shooting lightning from the air is also very compelling.
Depends on which armor model you imagine yourself in primarily.
General notes: Consider multiclassing for a 1-level dip in wizard to pick up the shield spell, or taking the Aberrant Dragonmark feat to get that spell (as that is currently the only spellcasting feat which states you learn the spell & can therefore cast it with your spell slots). Additionally, consider carefully your choice of infusions - you can activate more at a time than any other subclass, but you know the same amount as the other subclasses, which means more of yours (on average) ought to be "live" infusions, rather than situational ones. (for example, you'll take Enhanced Defense or Enhanced Weapon over Boots of the Winterlands on average).
(In my opinion, the best way to build an Armorer is in Half Plate, with the Medium Armor Master feat, a Dex of 16, an Int of 20, and a high (16+) Con. Not that you can get that all online at first level, but that would be what I would build toward. This allows for maximum flexibility between armor models, lets you be super stealthy when you need to, and lets you tank with the best of 'em. However, this may not be possible depending on your ability score generation method. So, assuming you'd prefer to stick to one of the options primarily over the other one, here are some thoughts.)
For the Guardian model, invest heavily in Constitution, second only to Intelligence. Consider the Tough feat. You have a great "taunt" mechanic and will be drawing lots of enemy fire...with your d8 hit points. So pad those hit points. I would avoid multiclassing much, as your Defensive Field scales based on your artificer level. Consider the Warforged race for +1 to AC, or the Defense Fighting Style from Fighting Initiate... anything to avoid those attacks. As far as AoEs go, consider grabbing the Resistant Armor infusion and using it when you know it will come in handy. Get Cloak of Protection, Ring of Protection, and craft a Luckstone if you can as you level up. Set your Spell-Storing Item to cure wounds by default (feel free to change it whenever), as that will give you (and your team) a bit more survivability. And, if you're lucky enough to hit level 20 and get Soul of Artifice, you'll be unstoppable.
For the Infiltrator model, consider medium armor (breastplate or half plate with Medium Armor Master - this allows you to capitalize on Dampening Field), and get proficiency in Stealth if you want. Emphasize Intelligence first, then Dexterity, then Constitution. Get similar Infusions as detailed above, though you may want to pick up your defensive infusions later than offensive ones, since you'll likely be further from the fight than your Guardian counterpart. For feats, consider Sharpshooter (your Lightning Launcher is a weapon, after all) and Crossbow Expert or Gunner if you find enemies getting in your face too often for your liking. Your endgame likely looks similar to the Guardian, though you likely have a bit more flexibility in the Infusions department since you likely don't have to worry about staying alive as much as your counterpart. You get extra points for pairing with a Rogue, oddly enough, since your Lightning Launcher eventually gains the Guiding Bolt ability. (I say oddly because you're sneaky, have expertise in thieves' tools, and are hard to kill - like a rogue. There's some overlap, but you still make a great team).
If you want to build around Guardian I'd focus on your INT then CON; I've built an Armorer like this recently and I took a shield with the Enhanced Defence infusion, then put Armor of Magical Strength on the armour itself, this way you can have AC 19 (if your DM lets you pick up some [Tooltip Not Found]). With the shield you can still attack with the thunder gauntlets using INT rather than your STR or DEX score, and your aim will be to get in close and keep enemies from attacking your allies. Defensive Shield might not seem like a lot at lower levels (fewer uses, fewer temporary HP) but it gets better and better as you level up, and taking less damage is never a bad thing on a tank, even if it's only a little bit.
However if you want to lean more into the Iron Man idea then you might prefer Infiltrator for the added speed and utility, in which case I'd focus on INT/DEX and try to squeeze a +1 or +2 on CON as well to stay a bit durable. With a high DEX you can use light armour as the base (your DM may even let you buy Studded Leather) in which case you have full advantage on stealth which is pretty sweet. It has a ranged special weapon you can use as a basic hand blast attack, leaving your casts for stronger "chest blast" options. Not sure on infusions for this build, as you can get Winged Boots until 10th level. I'd probably go for a Homunculus Servant personally for the utility, bonus action attack and Help, and maybe Mind Sharpener or a magic utility item (Bag of Holding)?
One of the cool things about Armorer is that you can switch the armour model; I'd pick one of the two to focus on, but no matter which you choose you can still switch. An Infiltrator focused build can still switch to Guardian when you know you might need something more up close. You also know more infusions that you can actually apply, so you can actually learn infusions for both armour options, then swap them out at the same time. It requires a long rest but it means you can significantly change your build on a day to day basis (not quite as convenient as an armour of iron man suits that can just fly over as needed, but when your party has some idea of what to expect it's still invaluable).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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Hello all!
First time i'm building this class and not gonna lie...i tried it because i really wanted to play iron man in a campaign.
Now...i definitely suck at playing D&D and always played classes like paladin or fighter.
The one milion question is...how do i build the armorer?
Can someone help me level by level with some strategies on how to play or use during encounters??
Thank You before hand guys!
Sticking with the character creation theme, for now, race has not been mentioned yet and may be worth discussing if you have not already decided 100%.
Aesthetically: Variant Human, and the feat helps
Stat Min-max: Gnome or High Elf unless you use the Tasha's rules
Mechanically: Winged Tiefling to achieve flight with the Medium Armor mentioned earlier
Then on to spell selection, I guess. I, personally, no matter what theme, go with Cure Wounds > Rituals > Utility. I feel like the subclass-provided spells are more likely to be used, so the rest is up to how you flavor them and personal preference.
Though if you have played Paladin and Fighter, the Guardian model will most likely be a familiar playstyle, but shooting lightning from the air is also very compelling.
Depends on which armor model you imagine yourself in primarily.
General notes: Consider multiclassing for a 1-level dip in wizard to pick up the shield spell, or taking the Aberrant Dragonmark feat to get that spell (as that is currently the only spellcasting feat which states you learn the spell & can therefore cast it with your spell slots). Additionally, consider carefully your choice of infusions - you can activate more at a time than any other subclass, but you know the same amount as the other subclasses, which means more of yours (on average) ought to be "live" infusions, rather than situational ones. (for example, you'll take Enhanced Defense or Enhanced Weapon over Boots of the Winterlands on average).
(In my opinion, the best way to build an Armorer is in Half Plate, with the Medium Armor Master feat, a Dex of 16, an Int of 20, and a high (16+) Con. Not that you can get that all online at first level, but that would be what I would build toward. This allows for maximum flexibility between armor models, lets you be super stealthy when you need to, and lets you tank with the best of 'em. However, this may not be possible depending on your ability score generation method. So, assuming you'd prefer to stick to one of the options primarily over the other one, here are some thoughts.)
For the Guardian model, invest heavily in Constitution, second only to Intelligence. Consider the Tough feat. You have a great "taunt" mechanic and will be drawing lots of enemy fire...with your d8 hit points. So pad those hit points. I would avoid multiclassing much, as your Defensive Field scales based on your artificer level. Consider the Warforged race for +1 to AC, or the Defense Fighting Style from Fighting Initiate... anything to avoid those attacks. As far as AoEs go, consider grabbing the Resistant Armor infusion and using it when you know it will come in handy. Get Cloak of Protection, Ring of Protection, and craft a Luckstone if you can as you level up. Set your Spell-Storing Item to cure wounds by default (feel free to change it whenever), as that will give you (and your team) a bit more survivability. And, if you're lucky enough to hit level 20 and get Soul of Artifice, you'll be unstoppable.
For the Infiltrator model, consider medium armor (breastplate or half plate with Medium Armor Master - this allows you to capitalize on Dampening Field), and get proficiency in Stealth if you want. Emphasize Intelligence first, then Dexterity, then Constitution. Get similar Infusions as detailed above, though you may want to pick up your defensive infusions later than offensive ones, since you'll likely be further from the fight than your Guardian counterpart. For feats, consider Sharpshooter (your Lightning Launcher is a weapon, after all) and Crossbow Expert or Gunner if you find enemies getting in your face too often for your liking. Your endgame likely looks similar to the Guardian, though you likely have a bit more flexibility in the Infusions department since you likely don't have to worry about staying alive as much as your counterpart. You get extra points for pairing with a Rogue, oddly enough, since your Lightning Launcher eventually gains the Guiding Bolt ability. (I say oddly because you're sneaky, have expertise in thieves' tools, and are hard to kill - like a rogue. There's some overlap, but you still make a great team).
Partway through the quest for absolute truth.
If you want to build around Guardian I'd focus on your INT then CON; I've built an Armorer like this recently and I took a shield with the Enhanced Defence infusion, then put Armor of Magical Strength on the armour itself, this way you can have AC 19 (if your DM lets you pick up some [Tooltip Not Found]). With the shield you can still attack with the thunder gauntlets using INT rather than your STR or DEX score, and your aim will be to get in close and keep enemies from attacking your allies. Defensive Shield might not seem like a lot at lower levels (fewer uses, fewer temporary HP) but it gets better and better as you level up, and taking less damage is never a bad thing on a tank, even if it's only a little bit.
However if you want to lean more into the Iron Man idea then you might prefer Infiltrator for the added speed and utility, in which case I'd focus on INT/DEX and try to squeeze a +1 or +2 on CON as well to stay a bit durable. With a high DEX you can use light armour as the base (your DM may even let you buy Studded Leather) in which case you have full advantage on stealth which is pretty sweet. It has a ranged special weapon you can use as a basic hand blast attack, leaving your casts for stronger "chest blast" options. Not sure on infusions for this build, as you can get Winged Boots until 10th level. I'd probably go for a Homunculus Servant personally for the utility, bonus action attack and Help, and maybe Mind Sharpener or a magic utility item (Bag of Holding)?
One of the cool things about Armorer is that you can switch the armour model; I'd pick one of the two to focus on, but no matter which you choose you can still switch. An Infiltrator focused build can still switch to Guardian when you know you might need something more up close. You also know more infusions that you can actually apply, so you can actually learn infusions for both armour options, then swap them out at the same time. It requires a long rest but it means you can significantly change your build on a day to day basis (not quite as convenient as an armour of iron man suits that can just fly over as needed, but when your party has some idea of what to expect it's still invaluable).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.