So, I'm curious if anyone has some fun ArAr builds or concepts?
The only one I've got was Mobile feat + Two weapon fighting; to run through the enemies tagging them to debuff 2-3 before ending back up between them and your allies. Though this was more intended for a lower level one.... its probably far more efficient to go with Mobile + warcaster, to tak 1-2; then position for Warcaster boom blades (if GM allows that to work). I had really wanted to make a Poisoner Feat + Mobile Armourer; but I guess you can only poison pierce and slashing.
Some point I'd also love to splice some Rogue-Master mind with Armourer. Then lighting shooting while doing bonus action Help actions. (sad that UA feat didn't make it through- was good even on a rogue mastermind). Sadly Sneak attack die don't work with the thunder gloves-they're not fineese
I'd love to hear how other folks are rock the thunder
I had plans for doing something akin to the Stealth Suit Mk II from Fallout New Vegas. Infiltrator mode, obviously, then go for either Studded leather (if you have high Dex) or Breastplate. Load it up with a few infusions and use a heavy repeating crossbow and sharpshooter for a nice sniper build.
I don't have a character for it, as I'm currently heavily invested in my Battlesmith and I don't foresee another chance within my lifetime to play a second artificer. But...
Armorer, focusing on the Infiltrator armor model. Utilize either Skill Expert or Prodigy to acquire Stealth expertise, use a breastplate or light armor to gain permanent Stealth advantage. Outsneak most rogues. Chest-mounted lightning blaster keeps the hands free for doing anything that benefits from a free hand; Shocking Grasp is a good fallback for melee options that mostly sticks with the theme. Go for enhanced mobility; tabaxi might be fun with this one. Take the Homunculus infusion because Infiltrators have no solid bonus action, and when you get to 10th level? integrate a Helm of Telepathy infusion into your armor.
With the Helm of Telepathy not only can you scan the surface thoughts of anyone in the area you're casing, but you can also read the thoughts of your Homunculus, bridging the communications gap and allowing it to become an effective recon drone for you. You can also, theoretically, tightbeam distracting thoughts straight into the brain of your enemies as a bonus action, potentially giving you advantage on attacks or your enemy disadvantage, if your DM is on board.
Warforged Rogue - Inquisitive / Artificer - Armorer... definitely going Infiltrator armor mode. All of the armor mods and infusions will be built in to the warforged. It's not so much enhancing armor as upgrading the chassis. Start off with studded leather, eventually upgrade to a breastplate. Feats will be Alert and Mobile... nothing will get by it, and it gets by everything...
This might be basic but I think a good way to utilize the Armorer is to have a 2 lvl dip into Wizard for a Guardian Armorer.
Race: Human Variant - so you can start with the "Mobile" Feat
Lvl ups
Artificer - so you can gain proficiency in INT and more importantly CON saving throws for concentration. I would still start with 14 DEX and use the crossbow as my main weapon
Artificer - Repeating Shot Infusion
Artficer - Unlock Armorer and get "Booming Blade" cantrip to do damage with the "Mobile" feat
Wizard - You will be able to get the "Shield" spell as well as a handful of other useful spells ("Floating Disc" to carry items since you will have 8 STR, "Mind Sliver" to sabotage enemy saving throws). If you have a DM that cares a lot about V,S,M requirements, just pick spells that lack the M requirement (or keep them as ritual spells) because you will always have a free hand for S components due to "Thunder Gauntlet's" req. Also a benefit at this level you will gain 3 more spell slots (2 being lvl 2) instead of none if you were a straight Artificer as well as 1 recoverable one due to "Arcane Recovery".
Wizard - Pick "War Magic" for the subclass to gain "Arcane Deflection" and "Tactical Wit" which will allow you to tank harder.
Artificer to Max - For Ability Score Improvements max out INT first before taking any feats. An exception can be made for taking the "Heavy Armor Master" feat before the INT increases because at low levels the -3 to nonmagical dmg can be very helpful. However the 2 other feats I prefer are "Lucky" and "Tough" which I don't mind getting later on.
Notable Features
At Max lvl you will have one extra lvl6 spell slot compared to straight Artificer builds because of the dip in Wizard.
Because the Armorer needs to have his hands free in order to utilize his "Thunder Gauntlets" he will be always be able to freely do somatic components for spells. This means he does not need to take the "War Caster" feat like other Martial Casters since he has "free hands".
This build is designed for a better early game sacrificing "Soul of the Artifice" at lvl 20. The main reason for this is because most D&D games don't last until you reach lvl 20 and I believe the 2 lvl dip into Wizard early on provides a lot of good early game benefits at the cost of a delay in the Artificer class.
Random - You can "invert" this build and get 3 lvls in "Artificer - Armorer" and 17 lvls in "Wizard - War Magic" which will give you a Full Caster Tank. Not as tanky as the previous build but you get to cast lvl 9 spells.
I really like the WM2 idea, seems to bring a lot to the table and plan to try pretty soon in a new campaign.
Do we think lvl3 is the best time to split off and get the WM lvls? I love multiclassing but I always struggle to decide when to make the split. I plan to go full melee and use the THunder Gloves with a shield and I guess my worry is not getting 2nd attack till lvl 7. Infact I hate to delay anything and all the way to Art 9 gives great stuff. just don't want to gimp myself so opinions are most, most welcome!
I'd personally wait to 5 at least. Two punches. 4 for ASI. Its pretty hard to plan it. Most of my multiclassing I leave for game tht start a level high enough. Its hard to opt for the right timing really. But since you're mostly punching folks for debuffs. I'd really want to wait for the double punch. that is if you have an ally who hits big; as i'd want to protect them more often than me. If I was solo front lining, I'd dip pretty early for that. Self preservation, some good debuff cantrip access or utility cantrip access. And some choice low level wizard spells + more slots for it.
as a sidenote. I recently realized that I could very well use Shield Master with my med armour guardian. Punch for disadvantage, then shove them to the ground. My ally gets to rail on them, and they now have to stand up-or they get disadvantage on me as well. or i can knock em down and move to another without much worry for them tagging me with something as i leave.
My newest creation is a Hill Dwarf Artificer. Our DM allowed the Tasha's alternative abilities rule so the dwarf race gives +2 constitution and +1 intelligence. Since I will be playing a frontline taunt tank (Guardian mode), all extra HP is wanted, and dwarves seem like the best choice. He will be a heavy armor+shield character, using the gauntlets to taunt, expeditious retreat to allow battlefield mobility, and Shield master feat to help with Dex saves and to give an outlet for a bonus action (mostly to push). Nothing fancy, but with the standard array he starts with +3 to Int and +3 to Con, meaning he gets 12 (+1 Hp from racial) HP at start and +9 HP/lvl, so he will have a big HP pool. 1 Infusion at the start to armor, at lvl 6 another to shield, meaning at lvl3 (once he gets heavy armor) he will have 19 AC, and it will only rise from there.
Some point I'd also love to splice some Rogue-Master mind with Armourer. Then lighting shooting while doing bonus action Help actions. (sad that UA feat didn't make it through- was good even on a rogue mastermind). Sadly Sneak attack die don't work with the thunder gloves-they're not fineese
They may not work with the Thunder Gauntlets, but it does work with the Lightning Launcher as it is a simple ranged weapon. Infiltrator is the stronger armor model if you want a rogue multiclass; Advantage on Stealth, 5 ft of increased movement, and a ranged weapon that can't be taken away from you that deals 1d6 (2d6 on the first hit each turn) Lightning damage. Once you add in a Rogue's Expertise, Sneak Attack & Cunning Action (Mastermind's Bonus Action Help) benefits it really meshes well together.
I'm currently playing a level 6 wood elf armorer using Tasha's race customization to take +2 Int +1 Con and replacing 3 out of 4 elf weapon proficiencies with tool proficiencies -- keeping Longbow so I can launch Tinkerings up to 600 feet. Took Urban Bounty Hunter background for the cool flavor and Stealth skill, and Mask of the Wild -- to hide in light natural cover even if observed -- is highly synergistic with Infiltrator (particularly if you have mithral armor!). Also, starting with 35 speed means that the +5 speed bonus makes you super fast! Elven magic resistances are also a nice perk for tanking.
At level 4 I took Telekinetic instead of an ASI to get that precious Mage Hand cantrip, round my Int to 18, and push/pull people around as a bonus action. This helps me line up enemies to proc Green-Flame Blade in Guardian mode. 2d8+4 attack damage + 1d8+4 splash damage is strictly better than attacking twice, but you need two opponents next to each other, so the free shove is a nice complement. (At level 15 the upgraded armor lets you drag someone 30 feet as a reaction, which means you should be able to use GFB practically every round and still get your bonus action on top!)
My last cantrip is Guidance, which I use with my Thieves' Tools to create traps during short rests, per Xanathar's (trap DC = d20+Int+PBx2 +d4 [avg 23], damage = DC/2 [avg 11]). I also keep around my mechanical hawk homunculus (hawkmunculus?) for another possible use of my bonus action, not to mention scouting, Helping, delivering touch spells, etc. At level 11, I plan to load Shatter into it so it can unleash a deadly sonic scream 10x/day. Other big plans involve trying to get a +1 All-Purpose Tool (free switchable cantrip daily! -- I'm looking at you, Toll the Dead) and possibly crafting a Dark Shard Amulet or Hat of Wizardry, to get a daily use of a different cantrip as demanded by the situation.
I'm about to run Luca "Fishboy" Meridian, a Locathah Prince who needs to kill all his siblings to claim the throne. He's working on a new invention, a diving suit that would allow his people to be free of the seas and travel the stars - basically a deep sea diving suit, but water on the inside and air on the outside. Going to spec into armorer. Had to use triton as a base because DnD Beyond wouldn't let me use the Third Party content, even though I bought it on the platform.
If anyone wants to see stats or backstory, let me know and I will post it. He's delightful.
I'm currently playing a Warforged Artificer Level 1, K4-1N and am thinking of taking magic initiate(Wizard) for Shield, Mind Sliver and some other cantrip (probably Mage hand but I'm open to suggestions). K4 was trained by dwarves and on his initial expeditions above ground managed to become indebted to the elven gods and was trapped in a statue only coming out to protect the village, that our adventure started in. I was awakened by one of the PCs burning down the shrine and then an attack on the village.
So far he's a lot of fun, my plan is to go Armorer and aiming for the usual Enhanced Défense, Weapon and Arcane Focus, currently debating whether to go Armor of tools or Magic str, of course have to go Repeating shot, and probably Winged boots eventually for the ability to fly.
What do you guys think? any suggestions of order to take them (I'm definitely planning on Arcane Focus and Defense as some of my 1st infusions)
Just a little tip: Sneak Attack CAN be done with the Lightning Launcher, since it's a simple ranged weapon. Charge up the death ray using whatever method needed to get advantage while your friends take down most of the enemy's health, then unleash the unlimited power that didn't even cost a spell slot, two chances to hit, three if your character took the Lucky feat. Just three levels of Armorer wouldn't interfere with the main class gimmicks and sub-classes of Rogue.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Howdy.
So, I'm curious if anyone has some fun ArAr builds or concepts?
The only one I've got was Mobile feat + Two weapon fighting; to run through the enemies tagging them to debuff 2-3 before ending back up between them and your allies. Though this was more intended for a lower level one.... its probably far more efficient to go with Mobile + warcaster, to tak 1-2; then position for Warcaster boom blades (if GM allows that to work).
I had really wanted to make a Poisoner Feat + Mobile Armourer; but I guess you can only poison pierce and slashing.
Some point I'd also love to splice some Rogue-Master mind with Armourer. Then lighting shooting while doing bonus action Help actions. (sad that UA feat didn't make it through- was good even on a rogue mastermind). Sadly Sneak attack die don't work with the thunder gloves-they're not fineese
I'd love to hear how other folks are rock the thunder
I had plans for doing something akin to the Stealth Suit Mk II from Fallout New Vegas. Infiltrator mode, obviously, then go for either Studded leather (if you have high Dex) or Breastplate. Load it up with a few infusions and use a heavy repeating crossbow and sharpshooter for a nice sniper build.
I don't have a character for it, as I'm currently heavily invested in my Battlesmith and I don't foresee another chance within my lifetime to play a second artificer. But...
Armorer, focusing on the Infiltrator armor model. Utilize either Skill Expert or Prodigy to acquire Stealth expertise, use a breastplate or light armor to gain permanent Stealth advantage. Outsneak most rogues. Chest-mounted lightning blaster keeps the hands free for doing anything that benefits from a free hand; Shocking Grasp is a good fallback for melee options that mostly sticks with the theme. Go for enhanced mobility; tabaxi might be fun with this one. Take the Homunculus infusion because Infiltrators have no solid bonus action, and when you get to 10th level? integrate a Helm of Telepathy infusion into your armor.
With the Helm of Telepathy not only can you scan the surface thoughts of anyone in the area you're casing, but you can also read the thoughts of your Homunculus, bridging the communications gap and allowing it to become an effective recon drone for you. You can also, theoretically, tightbeam distracting thoughts straight into the brain of your enemies as a bonus action, potentially giving you advantage on attacks or your enemy disadvantage, if your DM is on board.
Please do not contact or message me.
Warforged Rogue - Inquisitive / Artificer - Armorer... definitely going Infiltrator armor mode. All of the armor mods and infusions will be built in to the warforged. It's not so much enhancing armor as upgrading the chassis. Start off with studded leather, eventually upgrade to a breastplate. Feats will be Alert and Mobile... nothing will get by it, and it gets by everything...
This might be basic but I think a good way to utilize the Armorer is to have a 2 lvl dip into Wizard for a Guardian Armorer.
Race: Human Variant - so you can start with the "Mobile" Feat
Lvl ups
Notable Features
Random - You can "invert" this build and get 3 lvls in "Artificer - Armorer" and 17 lvls in "Wizard - War Magic" which will give you a Full Caster Tank. Not as tanky as the previous build but you get to cast lvl 9 spells.
I really like the WM2 idea, seems to bring a lot to the table and plan to try pretty soon in a new campaign.
Do we think lvl3 is the best time to split off and get the WM lvls? I love multiclassing but I always struggle to decide when to make the split. I plan to go full melee and use the THunder Gloves with a shield and I guess my worry is not getting 2nd attack till lvl 7. Infact I hate to delay anything and all the way to Art 9 gives great stuff. just don't want to gimp myself so opinions are most, most welcome!
Cheers!
I'd personally wait to 5 at least. Two punches. 4 for ASI. Its pretty hard to plan it. Most of my multiclassing I leave for game tht start a level high enough. Its hard to opt for the right timing really. But since you're mostly punching folks for debuffs. I'd really want to wait for the double punch. that is if you have an ally who hits big; as i'd want to protect them more often than me. If I was solo front lining, I'd dip pretty early for that. Self preservation, some good debuff cantrip access or utility cantrip access. And some choice low level wizard spells + more slots for it.
as a sidenote. I recently realized that I could very well use Shield Master with my med armour guardian. Punch for disadvantage, then shove them to the ground. My ally gets to rail on them, and they now have to stand up-or they get disadvantage on me as well. or i can knock em down and move to another without much worry for them tagging me with something as i leave.
My newest creation is a Hill Dwarf Artificer. Our DM allowed the Tasha's alternative abilities rule so the dwarf race gives +2 constitution and +1 intelligence. Since I will be playing a frontline taunt tank (Guardian mode), all extra HP is wanted, and dwarves seem like the best choice. He will be a heavy armor+shield character, using the gauntlets to taunt, expeditious retreat to allow battlefield mobility, and Shield master feat to help with Dex saves and to give an outlet for a bonus action (mostly to push). Nothing fancy, but with the standard array he starts with +3 to Int and +3 to Con, meaning he gets 12 (+1 Hp from racial) HP at start and +9 HP/lvl, so he will have a big HP pool. 1 Infusion at the start to armor, at lvl 6 another to shield, meaning at lvl3 (once he gets heavy armor) he will have 19 AC, and it will only rise from there.
They may not work with the Thunder Gauntlets, but it does work with the Lightning Launcher as it is a simple ranged weapon. Infiltrator is the stronger armor model if you want a rogue multiclass; Advantage on Stealth, 5 ft of increased movement, and a ranged weapon that can't be taken away from you that deals 1d6 (2d6 on the first hit each turn) Lightning damage. Once you add in a Rogue's Expertise, Sneak Attack & Cunning Action (Mastermind's Bonus Action Help) benefits it really meshes well together.
I'm currently playing a level 6 wood elf armorer using Tasha's race customization to take +2 Int +1 Con and replacing 3 out of 4 elf weapon proficiencies with tool proficiencies -- keeping Longbow so I can launch Tinkerings up to 600 feet. Took Urban Bounty Hunter background for the cool flavor and Stealth skill, and Mask of the Wild -- to hide in light natural cover even if observed -- is highly synergistic with Infiltrator (particularly if you have mithral armor!). Also, starting with 35 speed means that the +5 speed bonus makes you super fast! Elven magic resistances are also a nice perk for tanking.
At level 4 I took Telekinetic instead of an ASI to get that precious Mage Hand cantrip, round my Int to 18, and push/pull people around as a bonus action. This helps me line up enemies to proc Green-Flame Blade in Guardian mode. 2d8+4 attack damage + 1d8+4 splash damage is strictly better than attacking twice, but you need two opponents next to each other, so the free shove is a nice complement. (At level 15 the upgraded armor lets you drag someone 30 feet as a reaction, which means you should be able to use GFB practically every round and still get your bonus action on top!)
My last cantrip is Guidance, which I use with my Thieves' Tools to create traps during short rests, per Xanathar's (trap DC = d20+Int+PBx2 +d4 [avg 23], damage = DC/2 [avg 11]). I also keep around my mechanical hawk homunculus (hawkmunculus?) for another possible use of my bonus action, not to mention scouting, Helping, delivering touch spells, etc. At level 11, I plan to load Shatter into it so it can unleash a deadly sonic scream 10x/day. Other big plans involve trying to get a +1 All-Purpose Tool (free switchable cantrip daily! -- I'm looking at you, Toll the Dead) and possibly crafting a Dark Shard Amulet or Hat of Wizardry, to get a daily use of a different cantrip as demanded by the situation.
Some multiclass options geared for Infiltrator mode:
Fighter 1: Archery +2 attack on Lightning Launcher
Fighter 2: Action surge
Fighter 3: Psi Warrior for damage/damage prevention/telekinesis
Genie Warlock 1: Genie Vessel to hold Glyphs of Warding with your buff spells
Wizard 1: Shield, Find Familiar, Chromatic Orb, Absorb Elements (to save prep slots on artificer)
Wizard 2: War for the tankiness and initiative
I'm about to run Luca "Fishboy" Meridian, a Locathah Prince who needs to kill all his siblings to claim the throne. He's working on a new invention, a diving suit that would allow his people to be free of the seas and travel the stars - basically a deep sea diving suit, but water on the inside and air on the outside. Going to spec into armorer. Had to use triton as a base because DnD Beyond wouldn't let me use the Third Party content, even though I bought it on the platform.
If anyone wants to see stats or backstory, let me know and I will post it. He's delightful.
I'm currently playing a Warforged Artificer Level 1, K4-1N and am thinking of taking magic initiate(Wizard) for Shield, Mind Sliver and some other cantrip (probably Mage hand but I'm open to suggestions). K4 was trained by dwarves and on his initial expeditions above ground managed to become indebted to the elven gods and was trapped in a statue only coming out to protect the village, that our adventure started in. I was awakened by one of the PCs burning down the shrine and then an attack on the village.
So far he's a lot of fun, my plan is to go Armorer and aiming for the usual Enhanced Défense, Weapon and Arcane Focus, currently debating whether to go Armor of tools or Magic str, of course have to go Repeating shot, and probably Winged boots eventually for the ability to fly.
What do you guys think? any suggestions of order to take them (I'm definitely planning on Arcane Focus and Defense as some of my 1st infusions)
Just a little tip: Sneak Attack CAN be done with the Lightning Launcher, since it's a simple ranged weapon. Charge up the death ray using whatever method needed to get advantage while your friends take down most of the enemy's health, then unleash the unlimited power that didn't even cost a spell slot, two chances to hit, three if your character took the Lucky feat. Just three levels of Armorer wouldn't interfere with the main class gimmicks and sub-classes of Rogue.