Had a ideal of a ranger don't know know which class yet + a artificer armorer
Infiltrator. You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Powered Steps. Your walking speed increases by 5 feet.
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Together but I don't know know if it would work both get double attack at level 5 .
Only the first extra attack counts so one is a waste which is up to you. The real question is do you want to go to armor L9 or get the L6/7 artificer abilities? If all you want is the armor then go ranger 5 - armorer 3 - then back to ranger till you are ready to go ranger 9 (L11 going into 12) at that point ranger gets nothing at L9 so if you want to go back to artificer you have the chance.
The other issue is that both are half casters. This works both for and against. Your spell slot progression doesn’t really change but your spells progressions are screwed up. The way I described at L11 your slots would be: 4 3 2 (vs 4 3 3 for either class as a solo) and you would know/have access to 5 ranger spells of L1/2, 2 artificer cantrips, 2 L1 artificer spells, 4 infusions known and 2 that could be active (probably enhance armor (+1) and a weapon enhancement - melee/missile as well as your arcane armour.
Had a ideal of a ranger don't know know which class yet + a artificer armorer
Infiltrator. You customize your armor for subtle undertakings. It has the following features:
Together but I don't know know if it would work both get double attack at level 5 .
Anyone have advice. Thanks
Only the first extra attack counts so one is a waste which is up to you. The real question is do you want to go to armor L9 or get the L6/7 artificer abilities? If all you want is the armor then go ranger 5 - armorer 3 - then back to ranger till you are ready to go ranger 9 (L11 going into 12) at that point ranger gets nothing at L9 so if you want to go back to artificer you have the chance.
Wisea$$ DM and Player since 1979.
The other issue is that both are half casters. This works both for and against. Your spell slot progression doesn’t really change but your spells progressions are screwed up. The way I described at L11 your slots would be: 4 3 2 (vs 4 3 3 for either class as a solo) and you would know/have access to 5 ranger spells of L1/2, 2 artificer cantrips, 2 L1 artificer spells, 4 infusions known and 2 that could be active (probably enhance armor (+1) and a weapon enhancement - melee/missile as well as your arcane armour.
Wisea$$ DM and Player since 1979.
Of course if you do go L9 ranger you slots go to 4 3 3, and you get a L3 ranger spell which be important.
Wisea$$ DM and Player since 1979.