Here I will cover some information about the character I'm interested in creating, and I would like to hear some tips to make it better at its role. As the title mentions, I'm rolling a Warforged Armorer in a party of four artificers. The other PC is a Halfling BS (with the intent to mount SD), Halfling Alchemist, and a Tabaxi Artillerist in a Homebrew Campaign, which we expect would reach level 20.
A bit of the backstory of my character is related to the issue of the Warforged not being created anymore and having a finite population that can only decrease with time. So, after gaining freedom and understanding this very existential problem, he decided to take it upon himself to find a solution to the new-minted race. Either create more Warforged or find a new path in Research and evolve the Warforged to be "BORN." (it's a magical world, and they are mainly Arcane magic, so).
Adding the Race stats on INT and CON for an 18 on both (13,16,18,18,12,12). As for the rest of the ability scores, I'm still debating allocations since more WIS would go better for saves and makes a Wise character.
I customized the Sage Background and traded the two languages for two Tools Proficiency and rename it "Researcher" since the Sage Feature provides so much information (Tasha's Customization gives you Wings).
Proficiency: Arcana, History, Investigation, Perception, Religion, Alchemist's Supplies, Glassblower's Tools, Jeweler's Tools, Thieves' Tools, Tinker's Tools, and Sea/Air Vehicle, gaining Smith tools at 3rd lvl.
My intention for combat style is to be a more dedicated tank and control, not having to worry about DPR, for I would like to fill my role the best I can.
FEATS:
Mobile (to tag the enemy with Disadvantage and more around free of OoA)
Dual Wielder (for above reason mainly)
War Caster (to cast control cantrip on OoA and better CON Saves)
Sentinel (maybe better than Tough for this role)
The order might be a little harder to choose from
Infusions are going to change with lvls and possible magic items, but there are a few that I like:
Cantrips: Booming Blade, Fire bolt, Shocking Grasp, Thorn Whip (One can be changed at every lvl up.) Spells: Not going to specify since I can prepare any variation a day.
I welcome tips and discussion about the build, and I would love to see information on RP and possible catchy phrases he could say as nothing is set in stone yet.
For roleplay, the idea of "saving" the race from extinction sounds like an amazing motivation, and it's sure to open many quests and possibilities. I guess a lot of it will depend on the character's views of how he perceives this: is he feeling desperate or sad about the state of the race? Is he all alone, or does he know or have any interaction with any other surviving Warforged? Will he go through any means to achieve this: experimenting with magic, or is he trying to make this in a nice/acceptable way? Would being born make it different than a created Warforged, and if so, in which way? I guess this would be a WIP with your DM, but it seems promising.
I enjoy the idea of Warforged because they just came to be in a moment (when they were created) and were given a set of rules, teachings and then they needed to face the world. Also, they are not from an "existing" race, so they can build their own idea and relationship with other races, which is a huge wide world of possibilities.
If you are starting at level 1 then keeping the 16 dexterity will help with your AC quite a lot before you get heavy armor. If you're starting at 3+ then moving that 16 to wisdom makes a lot of sense.
As for Feats/ASI's I would grab warcaster at level 4. Web will become your best friend at level 5 as a someone that wants to care more about control than damage. Being able to consistently hold concentration while manning the front lines will be key. Then at 8 I would max out intelligence. Level 12 is so far away I wouldn't worry about planning for it.
Mobile is really cool on an armorer but is also a bit at odds with your desires to be a front line tank. Dual Wielder isn't worth a feat and Sentinel is fine but the disadvantage you hand out already incentivizes people stay and fight you instead of moving on.
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Greetings and salutations to you all
Here I will cover some information about the character I'm interested in creating, and I would like to hear some tips to make it better at its role. As the title mentions, I'm rolling a Warforged Armorer in a party of four artificers. The other PC is a Halfling BS (with the intent to mount SD), Halfling Alchemist, and a Tabaxi Artillerist in a Homebrew Campaign, which we expect would reach level 20.
A bit of the backstory of my character is related to the issue of the Warforged not being created anymore and having a finite population that can only decrease with time. So, after gaining freedom and understanding this very existential problem, he decided to take it upon himself to find a solution to the new-minted race. Either create more Warforged or find a new path in Research and evolve the Warforged to be "BORN." (it's a magical world, and they are mainly Arcane magic, so).
Race: Warforged Class: Artificer Sub: Armorer (mainly Guardian) Rolled Stats are (13,16,16,17,12,12)
Adding the Race stats on INT and CON for an 18 on both (13,16,18,18,12,12). As for the rest of the ability scores, I'm still debating allocations since more WIS would go better for saves and makes a Wise character.
I customized the Sage Background and traded the two languages for two Tools Proficiency and rename it "Researcher" since the Sage Feature provides so much information (Tasha's Customization gives you Wings).
Proficiency: Arcana, History, Investigation, Perception, Religion, Alchemist's Supplies, Glassblower's Tools, Jeweler's Tools, Thieves' Tools, Tinker's Tools, and Sea/Air Vehicle, gaining Smith tools at 3rd lvl.
My intention for combat style is to be a more dedicated tank and control, not having to worry about DPR, for I would like to fill my role the best I can.
FEATS:
The order might be a little harder to choose from
Infusions are going to change with lvls and possible magic items, but there are a few that I like:
and a few basic ones like +1/+2s
Cantrips: Booming Blade, Fire bolt, Shocking Grasp, Thorn Whip (One can be changed at every lvl up.) Spells: Not going to specify since I can prepare any variation a day.
I welcome tips and discussion about the build, and I would love to see information on RP and possible catchy phrases he could say as nothing is set in stone yet.
Thank you for your attention and assistance.
This is a fascinating concept.
For roleplay, the idea of "saving" the race from extinction sounds like an amazing motivation, and it's sure to open many quests and possibilities. I guess a lot of it will depend on the character's views of how he perceives this: is he feeling desperate or sad about the state of the race? Is he all alone, or does he know or have any interaction with any other surviving Warforged? Will he go through any means to achieve this: experimenting with magic, or is he trying to make this in a nice/acceptable way? Would being born make it different than a created Warforged, and if so, in which way? I guess this would be a WIP with your DM, but it seems promising.
I enjoy the idea of Warforged because they just came to be in a moment (when they were created) and were given a set of rules, teachings and then they needed to face the world. Also, they are not from an "existing" race, so they can build their own idea and relationship with other races, which is a huge wide world of possibilities.
Good luck, and I hope you enjoy that story!
I will keep taking notice of the emotional state to have in his pursuit to achieve his goal.
I like the idea of evolving the body in that way, sounds interesting.
one question would be what i retain what i lose and what i gain from the gaining/switch to the lineage ?
If you are starting at level 1 then keeping the 16 dexterity will help with your AC quite a lot before you get heavy armor. If you're starting at 3+ then moving that 16 to wisdom makes a lot of sense.
As for Feats/ASI's I would grab warcaster at level 4. Web will become your best friend at level 5 as a someone that wants to care more about control than damage. Being able to consistently hold concentration while manning the front lines will be key. Then at 8 I would max out intelligence. Level 12 is so far away I wouldn't worry about planning for it.
Mobile is really cool on an armorer but is also a bit at odds with your desires to be a front line tank. Dual Wielder isn't worth a feat and Sentinel is fine but the disadvantage you hand out already incentivizes people stay and fight you instead of moving on.