Been playing the class for a few years now and in a new campaign. Any tips and tricks from gear to feats and combos for us newbs. Thank you for your time and consideration
Does your character have a theme or focus? Almost every infusion is good for the right character. I think Artificers reward themes more than other classes, in terms of fun, so lean hard into whatever your character’s powers come from and flavor spells and abilities accordingly.
Armorers in general will want high AC, so enhanced defense infusion is a basic choice. Get the nest armor you can. If you use a shield with enhanced defense, you can pick another infusion like Mind Sharpener for your armor (or give that to a full caster). If you are going Guardian mode, temp HP is your friend. But don’t hesitate to change your armor mode, to suit the situation.
Keep at least one infusion so you can use it as a focus. Whether you share some or all of your other infusions sometimes is a character and situation specific choice.
Craft stuff. Maybe even unique stuff you design with your DM. That’s what Artificers are all about.
The hardest part of playing an artificer is coming to terms with its limitations - you only have few infusions active at any one time (2 at L2) which typically means you aren’t giving away stuff since you need it yourself. The armorer improves the party not so much by creating lots of items for the party to use but by taking themselves out of the scramble for magic items allowing the ones found to be used by other party members. At L2 you learn 4 infusions but can only have 2 active. This goes up to 6&3 at L6. So which 4 to know and which 2 to have active? For me the obvious first three are enhanced armor, enhanced weapon and repeating shot, this gives you magic armor and a magic melee or missile weapon which can be changed out as needed L2-5. At L6 I generally add the bag of holding infusion so I can carry a lot more loot out. After that it’s open season based on your concept and party play/needs.
The hardest part of playing an artificer is coming to terms with its limitations - you only have few infusions active at any one time (2 at L2) which typically means you aren’t giving away stuff since you need it yourself. The armorer improves the party not so much by creating lots of items for the party to use but by taking themselves out of the scramble for magic items allowing the ones found to be used by other party members. At L2 you learn 4 infusions but can only have 2 active. This goes up to 6&3 at L6. So which 4 to know and which 2 to have active? For me the obvious first three are enhanced armor, enhanced weapon and repeating shot, this gives you magic armor and a magic melee or missile weapon which can be changed out as needed L2-5. At L6 I generally add the bag of holding infusion so I can carry a lot more loot out. After that it’s open season based on your concept and party play/needs.
One of the advantages to Armorer is the model choice. Although most people probably assume Guardian is their default, I think you should plan on Inflitrator being your default. Why? Because with a rogue and ranger in your party you'll probably be stealthy more often than most. You'll want that advantage on stealth to keep up with their high dex bonuses to rolls.
That means you'll be attacking with lightning gauntlets at range if you aren't casting. So you want a shield with enhanced defense and a melee weapon available. That will let you cast with the shield as a focus and have a melee weapon to avoid disadvantage if the enemies close the distance to you.
If you are the healer by default, you may need to keep most of your limited spells for Cure Wounds.
Yes, used properly any companion is a big help to a party even if all it does is provide flanking and help actions and dodges to survive. Whether it’s a wizard’s familiar, the homonculus a ranger/Druid’s companion beast or even a paladin’s mount.
Been playing the class for a few years now and in a new campaign. Any tips and tricks from gear to feats and combos for us newbs. Thank you for your time and consideration
Been thinking of what items I should buy/make.
info on current camp.
homebrew world Renaissance era. Homebrew items and skills are welcomed
Does your character have a theme or focus? Almost every infusion is good for the right character. I think Artificers reward themes more than other classes, in terms of fun, so lean hard into whatever your character’s powers come from and flavor spells and abilities accordingly.
Armorers in general will want high AC, so enhanced defense infusion is a basic choice. Get the nest armor you can. If you use a shield with enhanced defense, you can pick another infusion like Mind Sharpener for your armor (or give that to a full caster). If you are going Guardian mode, temp HP is your friend. But don’t hesitate to change your armor mode, to suit the situation.
Keep at least one infusion so you can use it as a focus. Whether you share some or all of your other infusions sometimes is a character and situation specific choice.
Craft stuff. Maybe even unique stuff you design with your DM. That’s what Artificers are all about.
The hardest part of playing an artificer is coming to terms with its limitations - you only have few infusions active at any one time (2 at L2) which typically means you aren’t giving away stuff since you need it yourself. The armorer improves the party not so much by creating lots of items for the party to use but by taking themselves out of the scramble for magic items allowing the ones found to be used by other party members. At L2 you learn 4 infusions but can only have 2 active. This goes up to 6&3 at L6. So which 4 to know and which 2 to have active? For me the obvious first three are enhanced armor, enhanced weapon and repeating shot, this gives you magic armor and a magic melee or missile weapon which can be changed out as needed L2-5. At L6 I generally add the bag of holding infusion so I can carry a lot more loot out. After that it’s open season based on your concept and party play/needs.
Wisea$$ DM and Player since 1979.
Thanks for the feedback
I’m looking to go into Armorer. Love the idea of Battlesmith but want to change things up
im a Lvl 2 Atrificer Kolbold
9 Str, 14 dex, 15 con, 19int, 11wis, 11 cha. Rolled stats
my DM is running a homebrew setting
right now all in my party is a lvl 2 rogue ararkokra and a lvl 2 ranger half elf
One of the advantages to Armorer is the model choice. Although most people probably assume Guardian is their default, I think you should plan on Inflitrator being your default. Why? Because with a rogue and ranger in your party you'll probably be stealthy more often than most. You'll want that advantage on stealth to keep up with their high dex bonuses to rolls.
That means you'll be attacking with lightning gauntlets at range if you aren't casting. So you want a shield with enhanced defense and a melee weapon available. That will let you cast with the shield as a focus and have a melee weapon to avoid disadvantage if the enemies close the distance to you.
If you are the healer by default, you may need to keep most of your limited spells for Cure Wounds.
I will say after last nights session taking the homunculus servant infusion helped out greatly
Yes, used properly any companion is a big help to a party even if all it does is provide flanking and help actions and dodges to survive. Whether it’s a wizard’s familiar, the homonculus a ranger/Druid’s companion beast or even a paladin’s mount.
Wisea$$ DM and Player since 1979.
As an armorer, you can use your armor as your spellcasting focus.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.