I just wanna know what folsk thing about that subclass. I really like it overal. It doesn't do the most damage.. but it makes you into a versatile gapfiller. It has an intersting method to tank if thats what you want to do. But it also doesn't have to tank. Infiltrator mode + a weapon is a really interesting way to be a switch hit any range combatant. While the gauntlets + Booming Blade is quite neat. Punishes them for leaving in two ways-damage and disadvantage vs others.
So curiousu what folks think and how they have enjoyed them?
I've played mine a lot like a gap fill rogue-lite. Does a lot of the simliar things and often will help protect others. Doesn't do a ton of damage but can fill a lot of roles in a fight. Supporting everyone as a great extra character.
I haven't had the chance to play the subclass yet... but I do really want to play as a Goblin inventor who rides around in a medium-sized suit of armor as a mech suit. I know that's not really the intent of the class, but it's a simple enough homebrew that I think most DMs would allow it.
I'm more concerned with the higher level ability where you get two extra infusions to be put onto pieces of your armor. I'm concerned because this gives you two more "Not today death' moments when combined with the Heart of Artifice" ability. Although, it is really awesome.
I'm playing one and love it, in a somewhat sandbox, multi-DM campaign (Westmarches style). He's the Tony Stark of his world - brilliant, has a tower, suit of flying armour (crafted Winged boots!) and even a redhead fiancé!
It requires a helpful DM to really make it sing, as crafting items is so much a part of what they do. Being able to train extra tool proficiencies in downtime, as in Xanathar's Guide to Everything (an invaluable resource as it also has crafting rules), is very important for this. Making items of power is all about the plot hooks, so work with your DM to make it interesting.
I haven't had the chance to play the subclass yet... but I do really want to play as a Goblin inventor who rides around in a medium-sized suit of armor as a mech suit. I know that's not really the intent of the class, but it's a simple enough homebrew that I think most DMs would allow it.
I did this with a gnome years ago in 4th edition. Chose warforged as my race but RPed as a gnome archaeologist who discovered ancient mech armor and when he turned it on he was trapped inside. Was super fun and to this day my group will make references to Dr. Sputnik from time to time.
You could also do this with a Battle Smith. The Steel Defender is a viable mount.
I’m playing an Artificer Armorer in a campaign and am about to go to level six and looking forward to picking up new infusions. I’m enjoying the experience, especially the flavor of it, but find him a bit underpowered as others have said. I like playing in infiltrator mode but wish the lightning launcher scaled up with the character like firebolt does.
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Began playing 1st edition back in the late 70’s and love playing and DMing 5e to this day. We have a great group of players and would love to have someone who compliments our group join us. Would be great if we could add a woman, cis or trans, but are open to anyone who loves the game, loves RP and is reliable.
I am planning on playing a warforged tank armorer in a game tomorrow, and he seems quite powerful. He has a AC of 20, does 1d8+3 damage on hit, and he takes everything literally. With the guardian ability to gain temp hit points, he should be a mighty fine tank.
I’m playing an Artificer Armorer in a campaign and am about to go to level six and looking forward to picking up new infusions. I’m enjoying the experience, especially the flavor of it, but find him a bit underpowered as others have said. I like playing in infiltrator mode but wish the lightning launcher scaled up with the character like firebolt does.
An armorer gets two attacks when taking the attack action and that includes your lightning launcher. This is the equivalent of firebolt going from 1d10 to 2d10. (except if you multiclass as firebolt increases damage when your character level reaches 5 and to get two attacks when your artificer level reaches 5.
Began playing 1st edition back in the late 70’s and love playing and DMing 5e to this day. We have a great group of players and would love to have someone who compliments our group join us. Would be great if we could add a woman, cis or trans, but are open to anyone who loves the game, loves RP and is reliable.
I am planning on playing a warforged tank armorer in a game tomorrow, and he seems quite powerful. He has a AC of 20, does 1d8+3 damage on hit, and he takes everything literally. With the guardian ability to gain temp hit points, he should be a mighty fine tank.
Depending on what level, AC 20 is actually quite low. :P
I’m playing an Artificer Armorer in a campaign and am about to go to level six and looking forward to picking up new infusions. I’m enjoying the experience, especially the flavor of it, but find him a bit underpowered as others have said. I like playing in infiltrator mode but wish the lightning launcher scaled up with the character like firebolt does.
Remember, nothing stops you from throwing a firebolt instead of using the lightning launcher. :)
I am planning on playing a warforged tank armorer in a game tomorrow, and he seems quite powerful. He has a AC of 20, does 1d8+3 damage on hit, and he takes everything literally. With the guardian ability to gain temp hit points, he should be a mighty fine tank.
Depending on what level, AC 20 is actually quite low. :
Given he is just starting and the +3 modifier I imagine the level is quite low. An artifice in heavy armour has the same A.C. as a fighter or paladin with the same equipment but with infusions it is easier to get magical enhancements and the armourer also has the shield spell. So year they do make mighty fine tanks
I'm more concerned with the higher level ability where you get two extra infusions to be put onto pieces of your armor. I'm concerned because this gives you two more "Not today death' moments when combined with the Heart of Artifice" ability. Although, it is really awesome.
I actually think this ability really fits the armorer. Let me describe you a scene. It is the final fight of the campaign, and the big bad is hurt but far from dead while most of the party is on their last legs as the healer desperately tries to patch everyone up. However, between the weakened party members and the big bad are two figures. The barbarian (because of course they would) stands covered in wounds with the only their back remaining clear of scars, and beside them, the equally battered armorer also stands resembling more a pile of scrap metal as pieces of their precious armor fall off with every additional attack they take. These two continue the fight for another two or three rounds until either either the big bad goes down or one or both of them finally fall, but hopefully if the latter happens, they have bought enough time for the downed party members to rally and still pull out a win.
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Bark side up, bark side down, it really, truly does not matter.
I'm more concerned with the higher level ability where you get two extra infusions to be put onto pieces of your armor. I'm concerned because this gives you two more "Not today death' moments when combined with the Heart of Artifice" ability. Although, it is really awesome.
I actually think this ability really fits the armorer. Let me describe you a scene. It is the final fight of the campaign, and the big bad is hurt but far from dead while most of the party is on their last legs as the healer desperately tries to patch everyone up. However, between the weakened party members and the big bad are two figures. The barbarian (because of course they would) stands covered in wounds with the only their back remaining clear of scars, and beside them, the equally battered armorer also stands resembling more a pile of scrap metal as pieces of their precious armor fall off with every additional attack they take. These two continue the fight for another two or three rounds until either either the big bad goes down or one or both of them finally fall, but hopefully if the latter happens, they have bought enough time for the downed party members to rally and still pull out a win.
Or just think about how Tony Stark loses more and more pieces of his nano armour when fighting Thanos until there's not much left of it.
I'm still looking at the Armorer "on-paper", haven't had a chance to play the class yet, but I've built one out. My only real issue is the Armor Modifications trait at 9th level:
You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.
The extra infusions you receive must be set into the armor, and you now have Chest, Boots, Bracers and Weapon that you can infuse in the same suit. Problem being, there are only 2 options for bracers (emulating a magic item, Bracers Armor or Archery.. armor will do no good, so just leaves Archery).
"Weapon" is quite vague; is that meant to be, you're infusing the armor's fists as a weapon?
With the Chest slot, I'm assuming the overall infusion you would add to a suit of armor is now being added to this location. It would be more useful to be able to add a second Armor infusion (First gives you the bonus to AC, and then can use a second to add resistance, or the infusion that lets to meld a tool to the armor (can't find the name at the moment).
Boots gives you a reasonable slot to add Boots of the Winding Path, or Boots of Speed. But, it seems you could have these options already with just a normal pair of boots (unless your DM enforces the concept that plate armor is all-encompassing, and your boots are the metal boots of the suit).
TL/DR: I think it would be more useful if Helmet or Belt were options for this feature. Or, change it to allow a second infusion in the same slot (chest or boots). Bracer needs some class-specific options, rather then the 2 item equivalents that currently exist. And Weapon needs clarification.
Yeah, I remember people finding the wording for this feature to be odd since nothin else in 5e reads like you cannot wear both a magical belt, helmet and/or pair of boots with a suit of magical plate. The feature either needs different wording or a lot of guidance.
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Bark side up, bark side down, it really, truly does not matter.
As a whole I really like the subclass. The only thing I think needs work is the infiltrator side. It seems like a half formed idea, especially when compared to the guardian side. I think it needs a little more support. A couple ideas that I think would really help would be adding an infusion for camouflage armor that lets you use intelligence instead of dexterity for stealth. Also maybe letting you hide as a bonus action and they could even limit that to a number of times per day equal to your intelligence modifier.
If they did just a few tweeks to the infiltrator it would feel like you'd have two equally viable options players could comfortably switch between. Because right now the infiltrator doesn't feel like it does enough to make you feel like you could reliably infiltrate anything considering stealth isn't an artificer skill and their dexterity isn't likely that high. So as is, I think even in situations that would require stealth I'd still rather be in the guardian form so I can be tanky and ready for a fight for when I inevitably fail a stealth check.
Howdy
I just wanna know what folsk thing about that subclass. I really like it overal. It doesn't do the most damage.. but it makes you into a versatile gapfiller. It has an intersting method to tank if thats what you want to do. But it also doesn't have to tank. Infiltrator mode + a weapon is a really interesting way to be a switch hit any range combatant. While the gauntlets + Booming Blade is quite neat. Punishes them for leaving in two ways-damage and disadvantage vs others.
So curiousu what folks think and how they have enjoyed them?
I've played mine a lot like a gap fill rogue-lite. Does a lot of the simliar things and often will help protect others. Doesn't do a ton of damage but can fill a lot of roles in a fight. Supporting everyone as a great extra character.
I haven't had the chance to play the subclass yet... but I do really want to play as a Goblin inventor who rides around in a medium-sized suit of armor as a mech suit. I know that's not really the intent of the class, but it's a simple enough homebrew that I think most DMs would allow it.
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I'm more concerned with the higher level ability where you get two extra infusions to be put onto pieces of your armor. I'm concerned because this gives you two more "Not today death' moments when combined with the Heart of Artifice" ability. Although, it is really awesome.
I'm playing one and love it, in a somewhat sandbox, multi-DM campaign (Westmarches style). He's the Tony Stark of his world - brilliant, has a tower, suit of flying armour (crafted Winged boots!) and even a redhead fiancé!
It requires a helpful DM to really make it sing, as crafting items is so much a part of what they do. Being able to train extra tool proficiencies in downtime, as in Xanathar's Guide to Everything (an invaluable resource as it also has crafting rules), is very important for this. Making items of power is all about the plot hooks, so work with your DM to make it interesting.
I did this with a gnome years ago in 4th edition. Chose warforged as my race but RPed as a gnome archaeologist who discovered ancient mech armor and when he turned it on he was trapped inside. Was super fun and to this day my group will make references to Dr. Sputnik from time to time.
You could also do this with a Battle Smith. The Steel Defender is a viable mount.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I’m playing an Artificer Armorer in a campaign and am about to go to level six and looking forward to picking up new infusions. I’m enjoying the experience, especially the flavor of it, but find him a bit underpowered as others have said. I like playing in infiltrator mode but wish the lightning launcher scaled up with the character like firebolt does.
Began playing 1st edition back in the late 70’s and love playing and DMing 5e to this day. We have a great group of players and would love to have someone who compliments our group join us. Would be great if we could add a woman, cis or trans, but are open to anyone who loves the game, loves RP and is reliable.
I am planning on playing a warforged tank armorer in a game tomorrow, and he seems quite powerful. He has a AC of 20, does 1d8+3 damage on hit, and he takes everything literally. With the guardian ability to gain temp hit points, he should be a mighty fine tank.
When the DM smiles, it is already to late.
An armorer gets two attacks when taking the attack action and that includes your lightning launcher. This is the equivalent of firebolt going from 1d10 to 2d10. (except if you multiclass as firebolt increases damage when your character level reaches 5 and to get two attacks when your artificer level reaches 5.
Thank you! That helps a lot.
Began playing 1st edition back in the late 70’s and love playing and DMing 5e to this day. We have a great group of players and would love to have someone who compliments our group join us. Would be great if we could add a woman, cis or trans, but are open to anyone who loves the game, loves RP and is reliable.
I would also note. that it is a Ranged Weapon, I believe.
so it should be validi for Sharpshooter, which'll increase damage (at cost of accuracy).
My armourer/rogue (didn't get to play that one much though) had fun rolling a lot of D6s and fun when critting.
Depending on what level, AC 20 is actually quite low. :P
Remember, nothing stops you from throwing a firebolt instead of using the lightning launcher. :)
Given he is just starting and the +3 modifier I imagine the level is quite low. An artifice in heavy armour has the same A.C. as a fighter or paladin with the same equipment but with infusions it is easier to get magical enhancements and the armourer also has the shield spell. So year they do make mighty fine tanks
I actually think this ability really fits the armorer. Let me describe you a scene. It is the final fight of the campaign, and the big bad is hurt but far from dead while most of the party is on their last legs as the healer desperately tries to patch everyone up. However, between the weakened party members and the big bad are two figures. The barbarian (because of course they would) stands covered in wounds with the only their back remaining clear of scars, and beside them, the equally battered armorer also stands resembling more a pile of scrap metal as pieces of their precious armor fall off with every additional attack they take. These two continue the fight for another two or three rounds until either either the big bad goes down or one or both of them finally fall, but hopefully if the latter happens, they have bought enough time for the downed party members to rally and still pull out a win.
Bark side up, bark side down, it really, truly does not matter.
Or just think about how Tony Stark loses more and more pieces of his nano armour when fighting Thanos until there's not much left of it.
I'm still looking at the Armorer "on-paper", haven't had a chance to play the class yet, but I've built one out. My only real issue is the Armor Modifications trait at 9th level:
The extra infusions you receive must be set into the armor, and you now have Chest, Boots, Bracers and Weapon that you can infuse in the same suit. Problem being, there are only 2 options for bracers (emulating a magic item, Bracers Armor or Archery.. armor will do no good, so just leaves Archery).
"Weapon" is quite vague; is that meant to be, you're infusing the armor's fists as a weapon?
With the Chest slot, I'm assuming the overall infusion you would add to a suit of armor is now being added to this location. It would be more useful to be able to add a second Armor infusion (First gives you the bonus to AC, and then can use a second to add resistance, or the infusion that lets to meld a tool to the armor (can't find the name at the moment).
Boots gives you a reasonable slot to add Boots of the Winding Path, or Boots of Speed. But, it seems you could have these options already with just a normal pair of boots (unless your DM enforces the concept that plate armor is all-encompassing, and your boots are the metal boots of the suit).
TL/DR: I think it would be more useful if Helmet or Belt were options for this feature. Or, change it to allow a second infusion in the same slot (chest or boots). Bracer needs some class-specific options, rather then the 2 item equivalents that currently exist. And Weapon needs clarification.
Yeah, I remember people finding the wording for this feature to be odd since nothin else in 5e reads like you cannot wear both a magical belt, helmet and/or pair of boots with a suit of magical plate. The feature either needs different wording or a lot of guidance.
Bark side up, bark side down, it really, truly does not matter.
As a whole I really like the subclass. The only thing I think needs work is the infiltrator side. It seems like a half formed idea, especially when compared to the guardian side. I think it needs a little more support. A couple ideas that I think would really help would be adding an infusion for camouflage armor that lets you use intelligence instead of dexterity for stealth. Also maybe letting you hide as a bonus action and they could even limit that to a number of times per day equal to your intelligence modifier.
If they did just a few tweeks to the infiltrator it would feel like you'd have two equally viable options players could comfortably switch between. Because right now the infiltrator doesn't feel like it does enough to make you feel like you could reliably infiltrate anything considering stealth isn't an artificer skill and their dexterity isn't likely that high. So as is, I think even in situations that would require stealth I'd still rather be in the guardian form so I can be tanky and ready for a fight for when I inevitably fail a stealth check.