Hey everyone! So I recently started playing a Warforged Artificer in a campaign. We generated characters May of 2024 so before the new rules came out but then after session 0 the DM had a lot of stuff going on so we have only been able to play sessions 1-4 this year. It’s a cool campaign that involves finding resources for a base and you don’t have access to anything other than the base and any sources you find/claim like mines, farms etc. As an artificer this is really interesting as I can’t build say metal items until we claim a mine (which we just did in session 4). Anyway, my DM is happy for me to use the latest artificer playtest rules until Forge of the Artificer comes out. I was looking to get your input on my character’s rules and roleplay development:
As a warforged I can body mod myself to be more helpful and I am roleplaying any magic as body mods as much as possible. As spellcasting focus is tools they fold out from my fingers like a swiss army knife. E.g. Firebolt is channelling my internal power source through a hole in my forefinger (finger guns, kapow), false life is a temporary increase in density by routing internal power to the outer layers, shocking grasp is using internal power to zap things (and will function as a defibrillator for when I get the Revive spell). At the moment I’m playing level increases as internal power levels increasing by 5% per level and learning new knowledge. Do you have any more fun roleplaying ideas to represent spells, level increases, access to new crafting plans?
In terms of my somewhat long term goals I plan on taking armourer subclass at 3 and gearing up to become Ironman aha. As that gets Extra Attack at level 5 my warforged will mod themselves with an extra set of arms. Functionally I’ll still be playing as though I had two so I don’t break the game. I plan on having an armblade on two arms and the other two arms will use the thunder gauntlets you get from being an Armourer (Guardian). In game that’ll just be an armblade on one arm and a gauntlet on the other, the character will be big into symmetry so they wouldn’t want the armblades to be different weapons anyway. What I’m going to suggest to my DM if they are cool with it is that the gauntlet could be classed as a light weapon, it’s basically punching people, I don’t know why unarmed strikes don’t count as light for two weapon fighting. It’s kinda moot as I plan on taking the Dual Wielding feat at level 4 anyway. At level 6 I’m planning to multiclass into a level of Fighter (just the 1, I’ll stick with artificer for the rest) which in 2024 rules would get me Martial Weapons Prof, Fighting Style (Two-Weapon fighting), Second Wind and Weapon Mastery (Scimitars and two others I feel like) which would save me taking several feats to get those things over a longer timeframe. For the Armblades I’ll have them be scimitars to take advantage of Light and Nick properties. There’s some contention about this but the idea would be Attack 1 Combined with Nick to get two attacks, Attack 2 (from Extra attack), then using the bonus action to attack a 4th time with Dual-Wielding which due to it’s different wording would be separate to Nick. This would total 4 attacks, I’m not sure how Two-Weapon Fighting would work to give the Prof and Ability modifiers to the Nick and Bonus Action attacks. This would be thematic for all 4 arms attacking whilst in the rules still using 2 arms. It’s discussed a lot here https://www.reddit.com/r/onednd/comments/1etkhkt/dualwielding_in_2024_the_basics/?rdt=38415
My warforged is very emotionless, think Mechanicus Priests from Warhammer, all percentages and cold fact. How would you suggest I roleplay them learning emotions?
What fun non-combat items could I craft to help with exploration or support the party? Party is me, Barbarian, Sorcerer, Druid and another person alternating between Ranger and Druid.
What are some of the best Items to Craft for combat/spells? I’ve already got my eye on the All Purpose tool for when I hit level 10 Artificer and can craft uncommon wondrous items. Armour +1 Plate Armour as soon as I can craft it, are there better armours that would be thematic for a Warforged? Gauntlets of Ogre Power also sound like a great choice.
What are good spells to take? Heat Metal and Aid are good ideas I think in addition to Magic Missile, Shatter and Thunderwave which I get automatically at the relevant levels for being a Subclass Armourer. I’ll definitely cast Homunculus Servant as that’s a great addition.
What are some good feats to take? I like the sound of Heavy Armour Master and Tough for tankyness.
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Hey everyone! So I recently started playing a Warforged Artificer in a campaign. We generated characters May of 2024 so before the new rules came out but then after session 0 the DM had a lot of stuff going on so we have only been able to play sessions 1-4 this year. It’s a cool campaign that involves finding resources for a base and you don’t have access to anything other than the base and any sources you find/claim like mines, farms etc. As an artificer this is really interesting as I can’t build say metal items until we claim a mine (which we just did in session 4). Anyway, my DM is happy for me to use the latest artificer playtest rules until Forge of the Artificer comes out. I was looking to get your input on my character’s rules and roleplay development:
As a warforged I can body mod myself to be more helpful and I am roleplaying any magic as body mods as much as possible. As spellcasting focus is tools they fold out from my fingers like a swiss army knife. E.g. Firebolt is channelling my internal power source through a hole in my forefinger (finger guns, kapow), false life is a temporary increase in density by routing internal power to the outer layers, shocking grasp is using internal power to zap things (and will function as a defibrillator for when I get the Revive spell). At the moment I’m playing level increases as internal power levels increasing by 5% per level and learning new knowledge. Do you have any more fun roleplaying ideas to represent spells, level increases, access to new crafting plans?
In terms of my somewhat long term goals I plan on taking armourer subclass at 3 and gearing up to become Ironman aha. As that gets Extra Attack at level 5 my warforged will mod themselves with an extra set of arms. Functionally I’ll still be playing as though I had two so I don’t break the game. I plan on having an armblade on two arms and the other two arms will use the thunder gauntlets you get from being an Armourer (Guardian). In game that’ll just be an armblade on one arm and a gauntlet on the other, the character will be big into symmetry so they wouldn’t want the armblades to be different weapons anyway. What I’m going to suggest to my DM if they are cool with it is that the gauntlet could be classed as a light weapon, it’s basically punching people, I don’t know why unarmed strikes don’t count as light for two weapon fighting. It’s kinda moot as I plan on taking the Dual Wielding feat at level 4 anyway. At level 6 I’m planning to multiclass into a level of Fighter (just the 1, I’ll stick with artificer for the rest) which in 2024 rules would get me Martial Weapons Prof, Fighting Style (Two-Weapon fighting), Second Wind and Weapon Mastery (Scimitars and two others I feel like) which would save me taking several feats to get those things over a longer timeframe. For the Armblades I’ll have them be scimitars to take advantage of Light and Nick properties. There’s some contention about this but the idea would be Attack 1 Combined with Nick to get two attacks, Attack 2 (from Extra attack), then using the bonus action to attack a 4th time with Dual-Wielding which due to it’s different wording would be separate to Nick. This would total 4 attacks, I’m not sure how Two-Weapon Fighting would work to give the Prof and Ability modifiers to the Nick and Bonus Action attacks. This would be thematic for all 4 arms attacking whilst in the rules still using 2 arms. It’s discussed a lot here https://www.reddit.com/r/onednd/comments/1etkhkt/dualwielding_in_2024_the_basics/?rdt=38415
My warforged is very emotionless, think Mechanicus Priests from Warhammer, all percentages and cold fact. How would you suggest I roleplay them learning emotions?
What fun non-combat items could I craft to help with exploration or support the party? Party is me, Barbarian, Sorcerer, Druid and another person alternating between Ranger and Druid.
What are some of the best Items to Craft for combat/spells? I’ve already got my eye on the All Purpose tool for when I hit level 10 Artificer and can craft uncommon wondrous items. Armour +1 Plate Armour as soon as I can craft it, are there better armours that would be thematic for a Warforged? Gauntlets of Ogre Power also sound like a great choice.
What are good spells to take? Heat Metal and Aid are good ideas I think in addition to Magic Missile, Shatter and Thunderwave which I get automatically at the relevant levels for being a Subclass Armourer. I’ll definitely cast Homunculus Servant as that’s a great addition.
What are some good feats to take? I like the sound of Heavy Armour Master and Tough for tankyness.